YERD – Yet Bugfix Day and another Statement

2009, June 21

bugfixes2

First things first, let’s get some of the bug fixes done listed before I make an announcement.

Most of those bugs have been there for a while. It’s just that nobody’s ever brought them to my attention. And since I’m currently not making any games, I don’t get to experience everything in the long term about how things work. That’s why I depend on a lot of you YERD users to find where I made mistakes so I can fix them and continue to make everything work right for your games. This is something I don’t mind doing at all.

However, one of the things that I am bothered about is the amount of unnecessary technical support I’m giving to everybody who’s just started using my scripts. I know I’ve made a plethora of scripts so it’s not surprising if they haven’t realized I’ve already made one thing or another. But because I’ve made a plethora of scripts, I end up spending nearly my whole day giving out technical support, too (not just limited to the blog, but on the forums I visit as well) to things that were otherwise explained in the instructions. From the time I get off work (and not counting the time I spend on making/eating dinner), I’ve slaved away several hours of giving out technical support to new users. By the time I was done last night, it was already pass midnight, and I just didn’t have the energy to continue making more scripts.

So for the time being, I’m going to stop giving out technical support (unless it’s a legitimate bug that needs fixing like a few users have found) so I can continue moving on with the scripts I want to push out. This is the main reason I’ve slowed down a lot significantly compared to before. My ToDo List for scripts is still pretty big…


YERD – Bugfix Day

2009, June 14

bugfixes

There’s a bazillion bugs found today. Some of them makes me wonder why I or anyone else never came across them. For now, the listing page’s dates are updated, but I’ll go through later tonight and edit the individual pages.

And in case you’re wondering from the screenshot above, I’m actually making my own custom message system. Don’t expect it to be anything like Modern Algebra’s or Woratana’s though. This one’s extremely basic with basic functionality and a namebox. I made this mostly because the others had way too much for what I needed and I prefered something a little more light weight. Once refined, I’ll release it.


YERD – Bitmap “Fix”

2009, June 3

bitmaperror

Link to the Script itself: Bitmap Fix
Last Updated: 2009.06.02

If any selectable window has more than 341 rows for whatever reason, the game will crash with a “failed to create bitmap error” leaving the player curious as to what just happened. This essentially means that you cannot have more than 682 items in your item menu, skill menu, or equip menu at all without risking a crash. This is because RGSS2, by default, can only create bitmaps in size of up to 8192 pixels in width or height.

Place this above Main somewhere. Note that this doesn’t fix the problem by allowing you to go past 8192 pixels, but rather, prevents crashing. As of this point, I have no ideas on how to overcome this problem.

As for updated scripts, here goes!

All of those include some minor bugfixes that could otherwise turn nasty if left alone.


YERD – Scene Battle ReDux

2009, May 31

battleredux_title

Link to the Script itself: Scene Battle ReDux
Last Updated: 2009.05.30

This is actually more or less a “full” version of Scene Battle. It overwrites the whole thing practically and constructs it in a more efficient manner. But other than that, it’s nothing more than a controllable and edittable version of your usual default battle system. This rewrite includes a couple of new features that I thought should have been options for the default battle system but you’re also capable of ignoring these new features should you desire.

Click here to read about the script in detail.

If you install that script, make sure you update the following, too, as it’s done to provide maximum compatibility.

I also want to make a note that the <boss type x> tag in Display Scanned Enemy has also been fixed.


YERD – Custom Turn Order and Turn Order Fix

2009, May 27

customturnorder

Link to the Script itself: Custom Turn Order
Last Updated: 2009.05.27

I didn’t realize I haven’t converted this from Yanfly Engine Prototype yet. so here it is! This script allows you to adjust the values used to calculate turn order in battle. In addition to calculating turn order differently, it also adds a new stat called Delay, which in turn affects the battler’s speed on an active scale rather than a passive scale.

Click to read up on custom turn order in detail.

turnorderfix

Link to the Script itself: Turn Order Fix
Last Updated: 2009.05.27

For those that are using the default battle system, you’ve probably realized sooner or later that turn order is only calculated once at the start of each turn and retains that order even if speed has been changed in between turns. This means that enemies which your actors have slowed on the same turn will still act in the same order calculated for that turn. Agility status effects and the like do not take effect until the following turn, which may become rather useless for some. This script fixes that and recalculates turn order after each and every action.