Difference between revisions of "Core Engine (YEP)"

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|html=<html><iframe src="https://itch.io/embed/397916" height="167" width="552" frameborder="0"></iframe></html>
 
|mirror=[http://yanfly.moe/plugins/en/YEP_CoreEngine.js Mirror]
 
|mirror=[http://yanfly.moe/plugins/en/YEP_CoreEngine.js Mirror]
 
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Revision as of 15:37, 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.




Download

System

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

Downloads

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!