Difference between revisions of "Core Engine (YEP)"

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== Help File ==
 
== Help File ==
 
  <nowiki>
 
  <nowiki>
============================================================================
+
* ============================================================================
Introduction and Instructions
+
* Introduction and Instructions
============================================================================
+
* ============================================================================
 
+
*
Yanfly Engine Plugins - Core Engine is made for RPG Maker MV. This plugin
+
* Yanfly Engine Plugins - Core Engine is made for RPG Maker MV. This plugin
functions primarily to fix bugs and to allow the user more control over RPG
+
* functions primarily to fix bugs and to allow the user more control over RPG
Maker MV's various features, such as the screen resolution, font, window
+
* Maker MV's various features, such as the screen resolution, font, window
colors, and more.
+
* colors, and more.
 
+
*
Just place this on top of all the other Yanfly Engine Plugins.
+
* Just place this on top of all the other Yanfly Engine Plugins.
Adjust any parameters as you see fit.
+
* Adjust any parameters as you see fit.
 
+
*
============================================================================
+
* ============================================================================
Bug Fixes
+
* Bug Fixes
============================================================================
+
* ============================================================================
 
+
*
This plugin fixes a few bugs found present within RPG Maker MV. Of them are
+
* This plugin fixes a few bugs found present within RPG Maker MV. Of them are
the following:
+
* the following:
 
+
*
Animation Overlay
+
* Animation Overlay
   When a skill/item that targets multiple enemies at once using a fullscreen
+
*   When a skill/item that targets multiple enemies at once using a fullscreen
   animation, it will overlay multiple times causing the image to look
+
*   animation, it will overlay multiple times causing the image to look
   distorted by a series of overlayed effects. The plugin fixes this issue by
+
*   distorted by a series of overlayed effects. The plugin fixes this issue by
   having only one animation played over the group instead of every one.
+
*   having only one animation played over the group instead of every one.
 
+
*
Audio Volume Stacking
+
* Audio Volume Stacking
   Sometimes when multiple sound effects are played in the same frame with
+
*   Sometimes when multiple sound effects are played in the same frame with
   the exact settings (usually due to animaitons), the volume stacks upon
+
*   the exact settings (usually due to animaitons), the volume stacks upon
   each other, causing them to not play the intended volume for the effect.
+
*   each other, causing them to not play the intended volume for the effect.
   This plugin fixes this issue by preventing sound effects of the same exact
+
*   This plugin fixes this issue by preventing sound effects of the same exact
 
     settings from playing during the same frame, allowing only the first to
 
     settings from playing during the same frame, allowing only the first to
 
     go through without stacking the volume higher.
 
     go through without stacking the volume higher.
 
+
*
Event Movement Speed
+
* Event Movement Speed
   The movement speed of events are slightly slower than what they should be
+
*   The movement speed of events are slightly slower than what they should be
   due a small error in the source code. The plugin fixes this issue and they
+
*   due a small error in the source code. The plugin fixes this issue and they
   move at the properly speed.
+
*   move at the properly speed.
 
+
*
Event Movement Queue
+
* Event Movement Queue
   If an event were to move through an event command, changing a condition
+
*   If an event were to move through an event command, changing a condition
   that would set the event to change to a different page would cause that
+
*   that would set the event to change to a different page would cause that
   event's move route to halt in its tracks. The plugin fixes this issue and
+
*   event's move route to halt in its tracks. The plugin fixes this issue and
   the event's move route will finish.
+
*   the event's move route will finish.
 
+
*
Event Colliding
+
* Event Colliding
   Events cannot move over other events with a Below Player setting. This
+
*   Events cannot move over other events with a Below Player setting. This
   makes it difficult for certain types of puzzles or events to exist. This
+
*   makes it difficult for certain types of puzzles or events to exist. This
   plugin fixes this issue by making the collision check only apply to events
+
*   plugin fixes this issue by making the collision check only apply to events
   of "Same as Characters" priority. Any event that's above or below the
+
*   of "Same as Characters" priority. Any event that's above or below the
   characters will no longer collide with other events.
+
*   characters will no longer collide with other events.
 
+
*
Screen Tearing
+
* Screen Tearing
   When moving slowly, the tiles on the screen tear. While it's not
+
*   When moving slowly, the tiles on the screen tear. While it's not
   noticeable on all systems, slower computers will definitely show it. The
+
*   noticeable on all systems, slower computers will definitely show it. The
   plugin will fix this issue and synch the tiles to keep up to pace with
+
*   plugin will fix this issue and synch the tiles to keep up to pace with
   the screen's camera movement properly.
+
*   the screen's camera movement properly.
 
+
*
Sprite Distortion
+
* Sprite Distortion
   Because of JavaScript's strange mathematical behavior, sometimes values
+
*   Because of JavaScript's strange mathematical behavior, sometimes values
   with decimal places cause spritesheets to end up looking distorted. The
+
*   with decimal places cause spritesheets to end up looking distorted. The
   plugin will get rid of the decimal places and have sprite sheets take out
+
*   plugin will get rid of the decimal places and have sprite sheets take out
   frames properly by using integer values only.
+
*   frames properly by using integer values only.
 
+
*
============================================================================
+
* ============================================================================
Gold
+
* Gold
============================================================================
+
* ============================================================================
 
+
*
You can use the plugin commands to add or remove gold more than the
+
* You can use the plugin commands to add or remove gold more than the
editor's 9,999,999 limit. You can also place notetags into items, weapons,
+
* editor's 9,999,999 limit. You can also place notetags into items, weapons,
and armors to over the 999,999 cost limit.
+
* and armors to over the 999,999 cost limit.
 
+
*
Plugin Command:
+
* Plugin Command:
   GainGold 1234567890      # Party gains 1234567890 gold.
+
*   GainGold 1234567890      # Party gains 1234567890 gold.
   LoseGold 9876543210      # Party loses 9876543210 gold.
+
*   LoseGold 9876543210      # Party loses 9876543210 gold.
 
+
*
Item, Weapon, Armor Notetags
+
* Item, Weapon, Armor Notetags
   <Price: x>
+
*   <Price: x>
   Changes the price of the item to x. This notetag allows you to bypass the
+
*   Changes the price of the item to x. This notetag allows you to bypass the
   editor's 999,999 gold cost limit.
+
*   editor's 999,999 gold cost limit.
 
+
*
Enemy Notetag
+
* Enemy Notetag
   <Gold: x>
+
*   <Gold: x>
   Changes the gold drop value of enemies to x. This notetag allows you to
+
*   Changes the gold drop value of enemies to x. This notetag allows you to
   bypass the editor's 9,999,999 gold drop limit.
+
*   bypass the editor's 9,999,999 gold drop limit.
 
+
*
============================================================================
+
* ============================================================================
Items
+
* Items
============================================================================
+
* ============================================================================
 
+
*
Change the parameters to reflect the maximum number of items a player can
+
* Change the parameters to reflect the maximum number of items a player can
hold per item. If you wish to make individual items have different max
+
* hold per item. If you wish to make individual items have different max
values, use the following notetag:
+
* values, use the following notetag:
 
+
*
Item, Weapon, Armor Notetag:
+
* Item, Weapon, Armor Notetag:
   <Max Item: x>
+
*   <Max Item: x>
   This changes the maximum amount of the item to x.
+
*   This changes the maximum amount of the item to x.
 
+
*
============================================================================
+
* ============================================================================
Stats
+
* Stats
============================================================================
+
* ============================================================================
 
+
*
Even with the parameter limits raised, the editor is still confined to RPG
+
* Even with the parameter limits raised, the editor is still confined to RPG
Maker MV's default limits. To break past them, use the following notetags
+
* Maker MV's default limits. To break past them, use the following notetags
to allow further control over the individual aspects for the parameters.
+
* to allow further control over the individual aspects for the parameters.
 
+
*
Actor Notetag
+
* Actor Notetag
   <Initial Level: x>
+
*   <Initial Level: x>
   Changes the actor's initial level to x. This allows you to bypass the
+
*   Changes the actor's initial level to x. This allows you to bypass the
   editor's level 99 limit.
+
*   editor's level 99 limit.
 
+
*
   <Max Level: x>
+
*   <Max Level: x>
   Changes the actor's max level to x. This allows you to bypass the editor's
+
*   Changes the actor's max level to x. This allows you to bypass the editor's
   level 99 limit.
+
*   level 99 limit.
 
+
*
Class Skill Learn Notetag
+
* Class Skill Learn Notetag
   <Learn at Level: x>
+
*   <Learn at Level: x>
   When placed inside a class's "Skills to Learn" notetag, this will cause
+
*   When placed inside a class's "Skills to Learn" notetag, this will cause
   the class to learn the skill at level x.
+
*   the class to learn the skill at level x.
 
+
*
Weapon and Armor Notetags
+
* Weapon and Armor Notetags
   <stat: +x>
+
*   <stat: +x>
   <stat: -x>
+
*   <stat: -x>
   Allows the piece of weapon or armor to gain or lose x amount of stat.
+
*   Allows the piece of weapon or armor to gain or lose x amount of stat.
   Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
+
*   Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
   "luk" to alter that specific stat. This allows the piece of equipment
+
*   "luk" to alter that specific stat. This allows the piece of equipment
   to go past the editor's default limitation so long as the maximum value
+
*   to go past the editor's default limitation so long as the maximum value
   allows for it.
+
*   allows for it.
 
+
*
Enemy Notetags
+
* Enemy Notetags
   <stat: x>
+
*   <stat: x>
   This changes the enemy's stat to x amount. Replace "stat" with "hp",
+
*   This changes the enemy's stat to x amount. Replace "stat" with "hp",
   "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that
+
*   "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that
   specific stat. This allows the piece of equipment to go past the
+
*   specific stat. This allows the piece of equipment to go past the
   editor's default limitation.
+
*   editor's default limitation.
 
+
*
   <exp: x>
+
*   <exp: x>
   This changes the enemy's exp given out to x amount. This allows the
+
*   This changes the enemy's exp given out to x amount. This allows the
   enemy give out more exp than the editor's default 9,999,999 limit.
+
*   enemy give out more exp than the editor's default 9,999,999 limit.
 
+
*
============================================================================
+
* ============================================================================
Script Call Fail Safe
+
* Script Call Fail Safe
============================================================================
+
* ============================================================================
 
+
*
Irregular code in damage formulas, script calls, conditional branches, and
+
* Irregular code in damage formulas, script calls, conditional branches, and
variable events will no longer crash the game. Instead, they will force open
+
* variable events will no longer crash the game. Instead, they will force open
the console window to display the error only during test play.
+
* the console window to display the error only during test play.
 
+
*
If the player is not in test play, the game will continue as normal without
+
* If the player is not in test play, the game will continue as normal without
the error being shown. If the game is being played in a browser, opening up
+
* the error being shown. If the game is being played in a browser, opening up
the console window will still display the error.
+
* the console window will still display the error.
 
+
*
============================================================================
+
* ============================================================================
Changelog
+
* Changelog
============================================================================
+
* ============================================================================
 
+
*
Version 1.32:
+
* Version 1.32:
- Reversed the disable for the screen jitter fix from version 1.24. Somehow
+
* - Reversed the disable for the screen jitter fix from version 1.24. Somehow
it came back and I don't know when, but now it needs to go.  
+
* it came back and I don't know when, but now it needs to go.  
 
+
*
Version 1.31:
+
* Version 1.31:
- Added Fallen Angel Olivia's full error message display to the Core Engine
+
* - Added Fallen Angel Olivia's full error message display to the Core Engine
(with her permission of course).
+
* (with her permission of course).
- Bug fixed regarding blend modes and bush depth making sprites not blend
+
* - Bug fixed regarding blend modes and bush depth making sprites not blend
properly in-game.
+
* properly in-game.
- Tab key no longer requires you to press it twice before triggering Tab-key
+
* - Tab key no longer requires you to press it twice before triggering Tab-key
related inputs.
+
* related inputs.
 
+
*
Version 1.30:
+
* Version 1.30:
- Bug fixed for audio Sound Effect stacking.
+
* - Bug fixed for audio Sound Effect stacking.
- Optimization update.
+
* - Optimization update.
 
+
*
Version 1.29:
+
* Version 1.29:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
+
* - Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
+
* call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
 
+
*
Version 1.28:
+
* Version 1.28:
- Upon pressing F5 to reload your game, this will close the DevTools Debug
+
* - Upon pressing F5 to reload your game, this will close the DevTools Debug
Console if it is opened before reloading. This is because reloading with it
+
* Console if it is opened before reloading. This is because reloading with it
closed ends up reloading the game faster.
+
* closed ends up reloading the game faster.
- New plugin parameters added: Refresh Update HP, MP, and TP
+
* - New plugin parameters added: Refresh Update HP, MP, and TP
   - Option to choose to do a full actor refresh upon changing HP, MP, or TP
+
*   - Option to choose to do a full actor refresh upon changing HP, MP, or TP
   - This is to reduce overall map lagging.
+
*   - This is to reduce overall map lagging.
 
+
*
Version 1.27:
+
* Version 1.27:
- Updated for RPG Maker MV version 1.6.0:
+
* - Updated for RPG Maker MV version 1.6.0:
   - Fixing script call checks made with switches and self switches under
+
*   - Fixing script call checks made with switches and self switches under
   conditional branches due to how ES6 handles === differently.
+
*   conditional branches due to how ES6 handles === differently.
 
+
*
Version 1.26:
+
* Version 1.26:
- Updated for RPG Maker MV version 1.6.0:
+
* - Updated for RPG Maker MV version 1.6.0:
   - Removal of the destructive code in Scene_Item.update function.
+
*   - Removal of the destructive code in Scene_Item.update function.
   - Open Console parameter now occurs after the map's been loaded or after
+
*   - Open Console parameter now occurs after the map's been loaded or after
   the battle has started. This is because after the 1.6.0 changes, loading
+
*   the battle has started. This is because after the 1.6.0 changes, loading
   the console before anything else will lock up other aspects of RPG Maker
+
*   the console before anything else will lock up other aspects of RPG Maker
   from loading properly.
+
*   from loading properly.
 
+
*
Version 1.25:
+
* Version 1.25:
- Updated for RPG Maker MV version 1.5.0.
+
* - Updated for RPG Maker MV version 1.5.0.
- Updated Scale Title and Scale GameOver to work with 1.5.0.
+
* - Updated Scale Title and Scale GameOver to work with 1.5.0.
 
+
*
Version 1.24:
+
* Version 1.24:
- Screen jittering prevention is now prevented for RPG Maker MV 1.3.4 and
+
* - Screen jittering prevention is now prevented for RPG Maker MV 1.3.4 and
above since Pixi4 handles that now.
+
* above since Pixi4 handles that now.
 
+
*
Version 1.23:
+
* Version 1.23:
- For RPG Maker MV version 1.3.2 and above, the 'Scale Battlebacks' plugin
+
* - For RPG Maker MV version 1.3.2 and above, the 'Scale Battlebacks' plugin
parameter will now recreate the battleback sprites in a different format.
+
* parameter will now recreate the battleback sprites in a different format.
This is because battleback scaling with Tiling Sprites is just too volatile.
+
* This is because battleback scaling with Tiling Sprites is just too volatile.
Battleback sprites are now just regular sprites instead of tiling sprites.
+
* Battleback sprites are now just regular sprites instead of tiling sprites.
This may or may not cause plugin incompatibilities with other plugins that
+
* This may or may not cause plugin incompatibilities with other plugins that
alter battlebacks.
+
* alter battlebacks.
- For RPG Maker MV version 1.3.4, Game_Actor.meetsUsableItemConditions is
+
* - For RPG Maker MV version 1.3.4, Game_Actor.meetsUsableItemConditions is
now updated to return a check back to the original Game_BattlerBase version
+
* now updated to return a check back to the original Game_BattlerBase version
to maintain compatibility with other plugins.
+
* to maintain compatibility with other plugins.
 
+
*
Version 1.22:
+
* Version 1.22:
- Added 'Show Events Transition' plugin parameter. Enabling this will make
+
* - Added 'Show Events Transition' plugin parameter. Enabling this will make
events on the map no longer hide themselves while entering battle during the
+
* events on the map no longer hide themselves while entering battle during the
transition.
+
* transition.
- Added 'Show Events Snapshot' plugin parameter. Enabling this will keep
+
* - Added 'Show Events Snapshot' plugin parameter. Enabling this will keep
events shown as a part of the battle snapshot when entering battle.
+
* events shown as a part of the battle snapshot when entering battle.
- Irregular code in damage formulas, script calls, conditional branches, and
+
* - Irregular code in damage formulas, script calls, conditional branches, and
variable events will no longer crash the game. Instead, it will force open
+
* variable events will no longer crash the game. Instead, it will force open
the console window to display the error only during Test Play.
+
* the console window to display the error only during Test Play.
 
+
*
Version 1.21:
+
* Version 1.21:
- Fixed a bug with scaling battlebacks not working properly for Front View.
+
* - Fixed a bug with scaling battlebacks not working properly for Front View.
- Optimization update to keep garbage collection across all scenes.
+
* - Optimization update to keep garbage collection across all scenes.
 
+
*
Version 1.20:
+
* Version 1.20:
- Altered increasing resolution function.
+
* - Altered increasing resolution function.
- Added 'Update Real Scale' plugin parameter. This is best left alone for
+
* - Added 'Update Real Scale' plugin parameter. This is best left alone for
now and to be used if a later update meshes with rendered scaling.
+
* now and to be used if a later update meshes with rendered scaling.
- Added memory clear functionality for versions under 1.3.2 to free up more
+
* - Added memory clear functionality for versions under 1.3.2 to free up more
memory upon leaving the map scene.
+
* memory upon leaving the map scene.
- Added 'Collection Clear' plugin parameter. This option, if left on, will
+
* - Added 'Collection Clear' plugin parameter. This option, if left on, will
clear the attached children to Scene_Map and Scene_Battle upon switching to
+
* clear the attached children to Scene_Map and Scene_Battle upon switching to
a different scene. This will potentially free up memory from various objects
+
* a different scene. This will potentially free up memory from various objects
added to those scenes from other plugins (depending on how they're added)
+
* added to those scenes from other plugins (depending on how they're added)
and serve as a means of reducing memory bloat.
+
* and serve as a means of reducing memory bloat.
 
+
*
Version 1.19:
+
* Version 1.19:
- Updated for RPG Maker MV version 1.3.2.
+
* - Updated for RPG Maker MV version 1.3.2.
- Fixed 'LearnSkill' function for actors to not be bypassed if a piece of
+
* - Fixed 'LearnSkill' function for actors to not be bypassed if a piece of
equipment has temporarily added a skill.
+
* equipment has temporarily added a skill.
 
+
*
Version 1.18:
+
* Version 1.18:
- Fixed a bug with scaling battlebacks not working properly for Front View.
+
* - Fixed a bug with scaling battlebacks not working properly for Front View.
 
+
*
Version 1.17:
+
* Version 1.17:
- Updated for RPG Maker MV version 1.3.0.
+
* - Updated for RPG Maker MV version 1.3.0.
 
+
*
Version 1.16:
+
* Version 1.16:
- Fixed a bug with RPG Maker MV's inherent 'drawTextEx' function. By default
+
* - Fixed a bug with RPG Maker MV's inherent 'drawTextEx' function. By default
it calculates the text height and then resets the font settings before
+
* it calculates the text height and then resets the font settings before
drawing the text, which makes the text height inconsistent if it were to
+
* drawing the text, which makes the text height inconsistent if it were to
match the calculated height settings.
+
* match the calculated height settings.
 
+
*
Version 1.15:
+
* Version 1.15:
- Window's are now set to have only widths and heights of whole numbers. No
+
* - Window's are now set to have only widths and heights of whole numbers. No
longer is it possible for them to have decimal values. This is to reduce any
+
* longer is it possible for them to have decimal values. This is to reduce any
and all clipping issues caused by non-whole numbers.
+
* and all clipping issues caused by non-whole numbers.
 
+
*
Version 1.14:
+
* Version 1.14:
- Optimization update for RPG Maker MV itself by replacing more memory
+
* - Optimization update for RPG Maker MV itself by replacing more memory
intensive loops in commonly used functions with more efficient loops.
+
* intensive loops in commonly used functions with more efficient loops.
 
+
*
Version 1.13:
+
* Version 1.13:
- Updated for RPG Maker MV version 1.1.0.
+
* - Updated for RPG Maker MV version 1.1.0.
 
+
*
Version 1.12:
+
* Version 1.12:
- Fixed a bug with a notetag: <Learn at Level: x>. Now, the notetag works
+
* - Fixed a bug with a notetag: <Learn at Level: x>. Now, the notetag works
with both <Learn at Level: x> and <Learn Level: x>
+
* with both <Learn at Level: x> and <Learn Level: x>
 
+
*
Version 1.11:
+
* Version 1.11:
- Made fixes to the MV Source Code where FaceWidth was using a hard-coded
+
* - Made fixes to the MV Source Code where FaceWidth was using a hard-coded
144 value regardless of what was changed for the Face Width parameter.
+
* 144 value regardless of what was changed for the Face Width parameter.
- Fixed a notetag that wasn't working with the enemy EXP values.
+
* - Fixed a notetag that wasn't working with the enemy EXP values.
- Updated battler repositioning to no longer clash when entering-exiting the
+
* - Updated battler repositioning to no longer clash when entering-exiting the
scene with Row Formation.
+
* scene with Row Formation.
 
+
*
Version 1.10:
+
* Version 1.10:
- Removed an MV bugfix that was applied through MV's newes tupdate.
+
* - Removed an MV bugfix that was applied through MV's newes tupdate.
 
+
*
Version 1.09:
+
* Version 1.09:
- Changed minimum display width for status drawing to accomodate Party
+
* - Changed minimum display width for status drawing to accomodate Party
Formation defaults.
+
* Formation defaults.
 
+
*
Version 1.08:
+
* Version 1.08:
- Fixed a bug within the MV Source with changing classes and maintaining
+
* - Fixed a bug within the MV Source with changing classes and maintaining
levels, even though the feature to maintain the levels has been removed.
+
* levels, even though the feature to maintain the levels has been removed.
 
+
*
Version 1.07:
+
* Version 1.07:
- Fixed an issue with the gauges drawing outlines thicker than normal at odd
+
* - Fixed an issue with the gauges drawing outlines thicker than normal at odd
intervals when windows are scaled irregularly.
+
* intervals when windows are scaled irregularly.
 
+
*
Version 1.06:
+
* Version 1.06:
- Removed event frequency bug fix since it's now included in the source.
+
* - Removed event frequency bug fix since it's now included in the source.
 
+
*
Version 1.05:
+
* Version 1.05:
- Added 'Scale Game Over' parameter to plugin settings.
+
* - Added 'Scale Game Over' parameter to plugin settings.
 
+
*
Version 1.04:
+
* Version 1.04:
- Reworked math for calculating scaled battleback locations.
+
* - Reworked math for calculating scaled battleback locations.
- Fixed a bug where if the party failed to escape from battle, states that
+
* - Fixed a bug where if the party failed to escape from battle, states that
would be removed by battle still get removed.Fixed by Emjenoeg*
+
* would be removed by battle still get removed. *Fixed by Emjenoeg*
 
+
*
Version 1.03:
+
* Version 1.03:
- Fixed a strange bug that made scaled battlebacks shift after one battle.
+
* - Fixed a strange bug that made scaled battlebacks shift after one battle.
 
+
*
Version 1.02:
+
* Version 1.02:
- Fixed a bug that made screen fading on mobile devices work incorrectly.
+
* - Fixed a bug that made screen fading on mobile devices work incorrectly.
- Added 'Scale Battlebacks' and 'Scale Title' parameters.
+
* - Added 'Scale Battlebacks' and 'Scale Title' parameters.
 
+
*
Version 1.01:
+
* Version 1.01:
- Fixed a bug that where if button sprites had different anchors, they would
+
* - Fixed a bug that where if button sprites had different anchors, they would
not be properly clickable.Fixed by Zalerinian*
+
* not be properly clickable. *Fixed by Zalerinian*
 
+
*
Version 1.00:
+
* Version 1.00:
- Finished plugin!
+
* - Finished plugin!
 
</nowiki>
 
</nowiki>

Revision as of 18:03, 19 June 2019

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



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This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

Got errors with your RPG Maker MV plugin? Click here.


Masterarbeit Writer

Help File

 * ============================================================================
 * Introduction and Instructions
 * ============================================================================
 *
 * Yanfly Engine Plugins - Core Engine is made for RPG Maker MV. This plugin
 * functions primarily to fix bugs and to allow the user more control over RPG
 * Maker MV's various features, such as the screen resolution, font, window
 * colors, and more.
 *
 * Just place this on top of all the other Yanfly Engine Plugins.
 * Adjust any parameters as you see fit.
 *
 * ============================================================================
 * Bug Fixes
 * ============================================================================
 *
 * This plugin fixes a few bugs found present within RPG Maker MV. Of them are
 * the following:
 *
 * Animation Overlay
 *   When a skill/item that targets multiple enemies at once using a fullscreen
 *   animation, it will overlay multiple times causing the image to look
 *   distorted by a series of overlayed effects. The plugin fixes this issue by
 *   having only one animation played over the group instead of every one.
 *
 * Audio Volume Stacking
 *   Sometimes when multiple sound effects are played in the same frame with
 *   the exact settings (usually due to animaitons), the volume stacks upon
 *   each other, causing them to not play the intended volume for the effect.
 *   This plugin fixes this issue by preventing sound effects of the same exact
     settings from playing during the same frame, allowing only the first to
     go through without stacking the volume higher.
 *
 * Event Movement Speed
 *   The movement speed of events are slightly slower than what they should be
 *   due a small error in the source code. The plugin fixes this issue and they
 *   move at the properly speed.
 *
 * Event Movement Queue
 *   If an event were to move through an event command, changing a condition
 *   that would set the event to change to a different page would cause that
 *   event's move route to halt in its tracks. The plugin fixes this issue and
 *   the event's move route will finish.
 *
 * Event Colliding
 *   Events cannot move over other events with a Below Player setting. This
 *   makes it difficult for certain types of puzzles or events to exist. This
 *   plugin fixes this issue by making the collision check only apply to events
 *   of "Same as Characters" priority. Any event that's above or below the
 *   characters will no longer collide with other events.
 *
 * Screen Tearing
 *   When moving slowly, the tiles on the screen tear. While it's not
 *   noticeable on all systems, slower computers will definitely show it. The
 *   plugin will fix this issue and synch the tiles to keep up to pace with
 *   the screen's camera movement properly.
 *
 * Sprite Distortion
 *   Because of JavaScript's strange mathematical behavior, sometimes values
 *   with decimal places cause spritesheets to end up looking distorted. The
 *   plugin will get rid of the decimal places and have sprite sheets take out
 *   frames properly by using integer values only.
 *
 * ============================================================================
 * Gold
 * ============================================================================
 *
 * You can use the plugin commands to add or remove gold more than the
 * editor's 9,999,999 limit. You can also place notetags into items, weapons,
 * and armors to over the 999,999 cost limit.
 *
 * Plugin Command:
 *   GainGold 1234567890       # Party gains 1234567890 gold.
 *   LoseGold 9876543210       # Party loses 9876543210 gold.
 *
 * Item, Weapon, Armor Notetags
 *   <Price: x>
 *   Changes the price of the item to x. This notetag allows you to bypass the
 *   editor's 999,999 gold cost limit.
 *
 * Enemy Notetag
 *   <Gold: x>
 *   Changes the gold drop value of enemies to x. This notetag allows you to
 *   bypass the editor's 9,999,999 gold drop limit.
 *
 * ============================================================================
 * Items
 * ============================================================================
 *
 * Change the parameters to reflect the maximum number of items a player can
 * hold per item. If you wish to make individual items have different max
 * values, use the following notetag:
 *
 * Item, Weapon, Armor Notetag:
 *   <Max Item: x>
 *   This changes the maximum amount of the item to x.
 *
 * ============================================================================
 * Stats
 * ============================================================================
 *
 * Even with the parameter limits raised, the editor is still confined to RPG
 * Maker MV's default limits. To break past them, use the following notetags
 * to allow further control over the individual aspects for the parameters.
 *
 * Actor Notetag
 *   <Initial Level: x>
 *   Changes the actor's initial level to x. This allows you to bypass the
 *   editor's level 99 limit.
 *
 *   <Max Level: x>
 *   Changes the actor's max level to x. This allows you to bypass the editor's
 *   level 99 limit.
 *
 * Class Skill Learn Notetag
 *   <Learn at Level: x>
 *   When placed inside a class's "Skills to Learn" notetag, this will cause
 *   the class to learn the skill at level x.
 *
 * Weapon and Armor Notetags
 *   <stat: +x>
 *   <stat: -x>
 *   Allows the piece of weapon or armor to gain or lose x amount of stat.
 *   Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
 *   "luk" to alter that specific stat. This allows the piece of equipment
 *   to go past the editor's default limitation so long as the maximum value
 *   allows for it.
 *
 * Enemy Notetags
 *   <stat: x>
 *   This changes the enemy's stat to x amount. Replace "stat" with "hp",
 *   "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that
 *   specific stat. This allows the piece of equipment to go past the
 *   editor's default limitation.
 *
 *   <exp: x>
 *   This changes the enemy's exp given out to x amount. This allows the
 *   enemy give out more exp than the editor's default 9,999,999 limit.
 *
 * ============================================================================
 * Script Call Fail Safe
 * ============================================================================
 *
 * Irregular code in damage formulas, script calls, conditional branches, and
 * variable events will no longer crash the game. Instead, they will force open
 * the console window to display the error only during test play.
 *
 * If the player is not in test play, the game will continue as normal without
 * the error being shown. If the game is being played in a browser, opening up
 * the console window will still display the error.
 *
 * ============================================================================
 * Changelog
 * ============================================================================
 *
 * Version 1.32:
 * - Reversed the disable for the screen jitter fix from version 1.24. Somehow
 * it came back and I don't know when, but now it needs to go. 
 *
 * Version 1.31:
 * - Added Fallen Angel Olivia's full error message display to the Core Engine
 * (with her permission of course).
 * - Bug fixed regarding blend modes and bush depth making sprites not blend
 * properly in-game.
 * - Tab key no longer requires you to press it twice before triggering Tab-key
 * related inputs.
 *
 * Version 1.30:
 * - Bug fixed for audio Sound Effect stacking.
 * - Optimization update.
 *
 * Version 1.29:
 * - Bypass the isDevToolsOpen() error when bad code is inserted into a script
 * call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
 *
 * Version 1.28:
 * - Upon pressing F5 to reload your game, this will close the DevTools Debug
 * Console if it is opened before reloading. This is because reloading with it
 * closed ends up reloading the game faster.
 * - New plugin parameters added: Refresh Update HP, MP, and TP
 *   - Option to choose to do a full actor refresh upon changing HP, MP, or TP
 *   - This is to reduce overall map lagging.
 *
 * Version 1.27:
 * - Updated for RPG Maker MV version 1.6.0:
 *   - Fixing script call checks made with switches and self switches under
 *   conditional branches due to how ES6 handles === differently.
 *
 * Version 1.26:
 * - Updated for RPG Maker MV version 1.6.0:
 *   - Removal of the destructive code in Scene_Item.update function.
 *   - Open Console parameter now occurs after the map's been loaded or after
 *   the battle has started. This is because after the 1.6.0 changes, loading
 *   the console before anything else will lock up other aspects of RPG Maker
 *   from loading properly.
 *
 * Version 1.25:
 * - Updated for RPG Maker MV version 1.5.0.
 * - Updated Scale Title and Scale GameOver to work with 1.5.0.
 *
 * Version 1.24:
 * - Screen jittering prevention is now prevented for RPG Maker MV 1.3.4 and
 * above since Pixi4 handles that now.
 *
 * Version 1.23:
 * - For RPG Maker MV version 1.3.2 and above, the 'Scale Battlebacks' plugin
 * parameter will now recreate the battleback sprites in a different format.
 * This is because battleback scaling with Tiling Sprites is just too volatile.
 * Battleback sprites are now just regular sprites instead of tiling sprites.
 * This may or may not cause plugin incompatibilities with other plugins that
 * alter battlebacks.
 * - For RPG Maker MV version 1.3.4, Game_Actor.meetsUsableItemConditions is
 * now updated to return a check back to the original Game_BattlerBase version
 * to maintain compatibility with other plugins.
 *
 * Version 1.22:
 * - Added 'Show Events Transition' plugin parameter. Enabling this will make
 * events on the map no longer hide themselves while entering battle during the
 * transition.
 * - Added 'Show Events Snapshot' plugin parameter. Enabling this will keep
 * events shown as a part of the battle snapshot when entering battle.
 * - Irregular code in damage formulas, script calls, conditional branches, and
 * variable events will no longer crash the game. Instead, it will force open
 * the console window to display the error only during Test Play.
 *
 * Version 1.21:
 * - Fixed a bug with scaling battlebacks not working properly for Front View.
 * - Optimization update to keep garbage collection across all scenes.
 *
 * Version 1.20:
 * - Altered increasing resolution function.
 * - Added 'Update Real Scale' plugin parameter. This is best left alone for
 * now and to be used if a later update meshes with rendered scaling.
 * - Added memory clear functionality for versions under 1.3.2 to free up more
 * memory upon leaving the map scene.
 * - Added 'Collection Clear' plugin parameter. This option, if left on, will
 * clear the attached children to Scene_Map and Scene_Battle upon switching to
 * a different scene. This will potentially free up memory from various objects
 * added to those scenes from other plugins (depending on how they're added)
 * and serve as a means of reducing memory bloat.
 *
 * Version 1.19:
 * - Updated for RPG Maker MV version 1.3.2.
 * - Fixed 'LearnSkill' function for actors to not be bypassed if a piece of
 * equipment has temporarily added a skill.
 *
 * Version 1.18:
 * - Fixed a bug with scaling battlebacks not working properly for Front View.
 *
 * Version 1.17:
 * - Updated for RPG Maker MV version 1.3.0.
 *
 * Version 1.16:
 * - Fixed a bug with RPG Maker MV's inherent 'drawTextEx' function. By default
 * it calculates the text height and then resets the font settings before
 * drawing the text, which makes the text height inconsistent if it were to
 * match the calculated height settings.
 *
 * Version 1.15:
 * - Window's are now set to have only widths and heights of whole numbers. No
 * longer is it possible for them to have decimal values. This is to reduce any
 * and all clipping issues caused by non-whole numbers.
 *
 * Version 1.14:
 * - Optimization update for RPG Maker MV itself by replacing more memory
 * intensive loops in commonly used functions with more efficient loops.
 *
 * Version 1.13:
 * - Updated for RPG Maker MV version 1.1.0.
 *
 * Version 1.12:
 * - Fixed a bug with a notetag: <Learn at Level: x>. Now, the notetag works
 * with both <Learn at Level: x> and <Learn Level: x>
 *
 * Version 1.11:
 * - Made fixes to the MV Source Code where FaceWidth was using a hard-coded
 * 144 value regardless of what was changed for the Face Width parameter.
 * - Fixed a notetag that wasn't working with the enemy EXP values.
 * - Updated battler repositioning to no longer clash when entering-exiting the
 * scene with Row Formation.
 *
 * Version 1.10:
 * - Removed an MV bugfix that was applied through MV's newes tupdate.
 *
 * Version 1.09:
 * - Changed minimum display width for status drawing to accomodate Party
 * Formation defaults.
 *
 * Version 1.08:
 * - Fixed a bug within the MV Source with changing classes and maintaining
 * levels, even though the feature to maintain the levels has been removed.
 *
 * Version 1.07:
 * - Fixed an issue with the gauges drawing outlines thicker than normal at odd
 * intervals when windows are scaled irregularly.
 *
 * Version 1.06:
 * - Removed event frequency bug fix since it's now included in the source.
 *
 * Version 1.05:
 * - Added 'Scale Game Over' parameter to plugin settings.
 *
 * Version 1.04:
 * - Reworked math for calculating scaled battleback locations.
 * - Fixed a bug where if the party failed to escape from battle, states that
 * would be removed by battle still get removed. *Fixed by Emjenoeg*
 *
 * Version 1.03:
 * - Fixed a strange bug that made scaled battlebacks shift after one battle.
 *
 * Version 1.02:
 * - Fixed a bug that made screen fading on mobile devices work incorrectly.
 * - Added 'Scale Battlebacks' and 'Scale Title' parameters.
 *
 * Version 1.01:
 * - Fixed a bug that where if button sprites had different anchors, they would
 * not be properly clickable. *Fixed by Zalerinian*
 *
 * Version 1.00:
 * - Finished plugin!