Yanfly Engine 6 – Core Engine
Last Updated: 2011.10.30
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This is a compilation of all the various bug fixes and upgrades dedicated to making RPG Maker VX and RGSS2 run efficiently and effectively. It is highly recommended that you place this script at the top of your script listing (but under Materials) so that as many Y6 scripts work correctly and properly.
— Bugfixes —
- Animation Speed Fix: RPG Maker VX uses the same animation speed that of RPG Maker XP. However, for XP, the default FPS is 40 frames per second whereas in RPG Maker VX, the FPS is 60 frames per second. This fix will up the animation speed unless decided otherwise by the user.
- Animation Overlay Fix: In battle, when an animation targeting the whole screen is being used, the animation is actually played multiple times. This causes an exponentially growing overlay in both graphics and sound and plays out rather choppy, too. The fix will cause the animation to play only once if it is an overlay. And unlike the YERD version, this one also allows non-overlayed enemies to flash.
- Battle Time Over Window Bug: When a battle ends because of a timer, windows that were left open remain open by default. Thus, they can never be terminated unless the game were to be reset. This is fixed so that any windows that were left open at a time based termination of the battle will automatically be disposed.
- Battle Turn Order Fix: 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.
- Damage Variance Fix: Skills have a variable called variance that gives them a random modifier for damage so that it doesn’t appear the same as always. However, the formula for applying variance for a damage skill and the formula for a healing skill are completely incompatible since the variance treats healing calculations as damage calculations. This fix will adjust the calculations properly.
- Disposed Window Bug: Sometimes when a window is disposed but hasn’t been set to nil, the game will crash without even telling you which window has been disposed. Although this will prevent the crash, in $TEST and $BTEST mode (test play mode), a pop up appears to list which window variable needs to be cleared so you can maximize your code better. The latter feature is mostly for debug purposes.
- Enemy Reappear Fix: In the event that a state is applied to a monster and that monster dies, if the state’s timer runs out, a message appears that the monster is suddenly cured of poison or whatever. Not only does the message appear, the monster’s sprite reappears in battle, too. The monster, however, is not selectable. This script will fix that problem by halting the state removal process.
- Game Interpreter Change Variable Command: By default, the English version of RPG Maker VX has faulty coding for the ever used Control Variables event command. The Game Interpreter Fix corrects the problem and makes it function as it should.
- Menu Actor Switch Fix: When using L or R to switch between actors in the Skill and Equip menus, what is strange is that upon leaving those menus and selecting the Skill or Equip option again, it will not target the newly switched actor, but rather, the previous. This little fix will help update that method.
- Message Window Actor Fix: Previously, when using \n[0] in the message window, it would not return the leading actor like it did normally before in RPG Maker 2000 and 2003. Now, it will have the functionality to do so again. And as an added bonus, using the \f[0] tag will cause the message window to use the leading actor’s face.
- Prevent Skill Scene Actor Switch: By default, pressing L and R in the Skill Scene causes the scene to swap to the previous actor and next actor respectively. This is problematic if the actor has a lot of skills that would require scrolling and thus, the L and R buttons will be locked if more than 22 skills are present (the amount that would require L and R to scroll). This amount is adjustable in the module to change accordingly to different sized lists should the Skill Scene be affected by other scripts.
- State Resistance Fix: When RPG Maker VX checks if an enemy is resistant against a certain state for applying states, it will always return false regardless of what probability rate given to the enemy. This script will change the definition altogether for enemies and returns the check as true if the state has a working chance of 10% or lower against that particular enemy. Nothing will be considered resistant against the death state, however.
- Usable Items Only Fix: This prevents non-battle usable items to be included into the item menu during battle. What VX did originally was allow any kind of item so long as it was an item type (not weapon type or armour type) despite whether or not it was usable in battle. This one just limits the item menu to the ones usable in a battle. For those with KGC’s Usable Equipment script, this script is compatible with it.
- Window Interface Fixes: This script will automatically adjust visible gauges, fonts, and other items to prevent them from glitching up. These glitches include HP and MP gauges extending past their default limits, font colours not adjusting to the proper window colour based on the window skin, and more.
— New Features —
- Font Adjustment and Text Outlines: Adjust the default font the game will use here in addition to selecting the option to use outlines for text instead of a shadow. Outlines allow for improved visibility for the player.
- Help Window Upgrade: Now, you can use \n[x] and \v[x] in the help window. Using \n[0] will return the user’s name if applicable. If not, the “User” will be returned. Use this to personalize the description windows a bit more. Colour codes not included to preserve engine efficiency.
- Numeric Digit Grouping: This will change various scenes to display numbers in groups where they are separated by a comma every three digits. Thus, a number like 1234567 will show up as 1,234,567. This allows for players to read numbers quicker.
- Screen Resizing: Implemented as a core item since the resolution size for VX is too limiting. Although you may not increase the resolution more than 640×480, any custom resolution less than it (but over 110×10) can be made. The map screens and default menus will be automatically adjusted to work with the new resolution size. Any other scripts that have custom scenes may or may not be compatible with a non-default resolution size.
- Shown States Upgrade: More technical RPG’s use states to produce additional effects. However, the creators of those games would encounter problems if they were to use states with invisible icons. This fix will cause states with an icon index of 0 to be omitted from the shown states. The upgrade of this script will also allow the option to display the number of turns left for a state in the upper left corner of that state.
- Window Settings: With this, you can change the colours used for the gauges, the default height of gauges, and whatnot. You may also change the colours used for various text such as HP, MP, System Colour Text, Improvements, Downgrades, etc.
— Module Settings —
RESIZE_WIDTH
RESIZE_HEIGHT
RPG Maker VX has the option of having larger width and height for your games. Maximum width is 640 while maximum height is 480. Minimum width is 110 while maximum height is 10. These are limitations set by RPG Maker VX’s engine. By selecting resize, all of the default menus will have their windows adjusted, but scripts provided by non-Yanfly Engine sources may or may not adjust themselves properly.
—
DEFAULT_FONT_NAME
DEFAULT_FONT_SIZE
DEFAULT_FONT_BOLD
DEFAULT_FONT_ITALIC
DEFAULT_FONT_SHADOW
This allows you to change the default font if that’s what you wish to do with your game. This array orders the fonts by priority. If the player lacks the font in the front of the array, the game will skip that font and choose the next available font in line.
—
OUTLINE
The way text shadows are displayed in RPG Maker VX makes it difficult to see. Text outlining replaces the shadow, but provides an outline around text to make it more visible. Turning off shadows in the font settings will make outlines disappear as well if this setting is enabled.
—
GROUP_DIGITS
Setting this to true will cause numbers to be grouped together when they are larger than a thousand. For example, 12345 will appear as 12,345.
—
HELP_WINDOW_0
This determines what will be displayed when using \n[0] in a description and no main actor is present.
—
COLOURS
This hash allows you to change the text colour values used for various common interface.
—
CRISIS_HP
CRISIS_MP
This determines at what percentage will HP and MP display their crisis colours rather than a set 25%. Default value is 25%.
—
GAUGE_HEIGHT
This will determine the default gauge height used for HP and MP gauges.
—
SKILL_LIST_SIZE
This adjusts the amount of skills needed to prevent the L and R buttons from scrolling across different actors in the Skill Scene.
—
DRAW_STATE_TURNS
STATE_TURN_COLOUR
STATE_TURN_F_SIZE
STATE_TURN_BOLD
Enable this to show the turns remaining on a state. This will only appear if a state has a turn counter and has more than an initial state release probability of greater than 0%. The next values adjust the default text colour used if no <turn colour n> tag is used.
—
MIN_STATE_RESIST
If the success rate is under this percentage, the enemy will be considered resistant against that state.
—
ANIMATION_RATE
This adjusts the animation rate played by battle animations. By default, animations are played at 40fps with a rate of 4. By changing it to 3, the animations will change to 60fps for a smoother effect. Beware of using heavy animations that may cause the player’s computer to explode.
— Quick Notebox Tags —
<turn colour: x>
If you want certain states to display the turns remaining in a different colour for the sake of distinguishing them or so they’ll show up better on the state due to colour incompatibility, use this tag in the state’s notebox. x is equal to the text colour value found in your window skin file. States only.
<hide state>
This will cause the state to be not drawn even if it has has no icon. The state will appear elsewhere in other state lists, but not in the actor window where it’ll be extremely intrusive. States only.
— And that’s all, folks! —
2011.09.01 – Bugfix Update.
Battle status window wasn’t showing up. Now fixed.
2011.09.03 – Updated enemies to appear centered on the screen with different resolution sizes.
i got a question.
when i use the core engine there is a dot behind every item(even in a totaly new project).
it looks like this:
Potion .~1
is that on purpose? and if not what could cause this?
It should appear as the x you see in this screenshot:
https://yanflychannel.wordpress.com/rmvx/core-scripts/item-limit/
If not, it’s probably because you copy-pasted without ANSI settings on.
I dont know how to do the state thing. Can you help me?
I get this error saying :
Script ‘Y6 Core_Engine’ line 589: NameError occurred
uninitialized constant YEM::FIXES
2010.10.10
Fixed bug that called up the wrong module constant.
when selling items, in the ShopNumbers window, the calculation on there is still for buying items so the price is still subtracted from your gold total
o 2011.10.30 – Fixed bug that caused selling to show wrong calculations.
Thanks Ms. Sonya!
I installed YE6 Core Engine and now my YEM Victory Aftermath is throwing up
Script ‘aftermath’ line 491: NoMethodError occurred.
‘undefined method ‘-‘ for “25”:string.
Yeah, it seems like parts of YE6 in general doesn’t want to play nice with parts of YEM. That’s why I’m waiting for more YE6 scripts or for VX Ace to come out so I can use that system instead.
Hello, I have what I believe to be a simple problem.
So I downloaded the Yanfly Engine Melody from here
http://rmrk.net/index.php/topic,42396.0.html
and proceeded to copy over all the scripts exactly as they are in the demo
Here’s the problem I can’t move.
I thought it might be the “extended movement” so I changed the value in there for “ENABLE_8D_MOVEMENT” movement to false, no cigar. I went a step further and deleted the script still no cigar.
Any help would be greatly appreciated.
~fault
It occurred to me I forgot to mention some bits of information
A: It’s not “passage settings” I checked that.
B: I can change the direction I’m facing but not move forward in any direction.