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(5 edits)

BUG: Still have that "Cannot read property of undefined" possibility when it's still just Richard, Lester and Janice.

Seeing if I can get two level ups from 1 fight... Yes. No problems there! Needed to Ultima a Lucky Carded Black Knight with Janice though. On that note, the "Ray" line of spells: bouns > bonus

What controls how much ECN it takes to cancel an encounter?
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Downloaded! ... Okay, the inability to Potion inactives makes how they take damage on levelling a bit more annoying, but again, probably just a demo thing.

Also not sure what's going on with the mega long line. Somehow typed a linespace?

“Cannot read property of undefined”

Under what context are you getting this error? It would be supremely helpful to know!

What controls how much ECN it takes to cancel an encounter?

Basically, it’s the incoming encounter’s average level minus the party’s average level. There is still a cost of 1 should these two values be the same, but, that’s the underlying gist. Should the party’s level be higher, the cost should be 0.

Okay, the inability to Potion inactives makes how they take damage on leveling a bit more annoying…

I’m not worried about “damage” on level-up, because of the (admittedly) corner case of a player swapping party members literally every fight. I am vaguely aware inactives can’t use their Active Rune skills, possibly due to what traits/variables have to be set to flag them as inactive. If they cannot be targeted outside of combat, my best guess is that the trait/variable that is set to make them inactive is also probably also making them unable to be targeted in the party screen(s). It might be possible to use an ability that targets all allies, and have the inactives be included in that array? I see I’ll see how true that is when I look at this again (again again again again again).

(2 edits)
Under what context are you getting this error? It would be supremely helpful to know!

Okay, slightly different from before, actually, now that I checked. Have the available be just Richard, Lester and Janice:

Use all three, navigate to an empty space, then try to "add" someone, and you should see “Type Error: Cannot read property ‘isHidden’ of undefined”

ALSO, making a Formation with less than everyone and trying to add someone who's already added into an empty space will add the first inactive person into the space of the person who was selected?

A.k.a: Party of Lester and Janice, with Richard inactive and trying to add Lester or Janice into the empty space, will add Richard to replace who I was trying to add?
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Okay, I'm assuming ECN is working fine, and I just got really lucky in never seeing any LV 4 or 5 encounters when I was travelling for testing from Lorthil to the Quaysha Caves? What are the average levels of the overworld encounters?

(2 edits) (+1)

Use all three, navigate to an empty space, then try to “add” someone, and you should see “Type Error: Cannot read property ‘isHidden’ of undefined”

And here I was thinking this was another Unite bug!

Well, this is still a bug to look into, as the cursor should have re-selected whoever was in position 3 in the instance of a party that consists of exactly three members.

ALSO, making a Formation with less than everyone and trying to add someone who’s already added into an empty space will add the first inactive person into the space of the person who was selected? A.k.a: Party of Lester and Janice, with Richard inactive and trying to add Lester or Janice into the empty space, will add Richard to replace who I was trying to add?

To help me visualize things a bit, you’d have a party-list that could look like, using boldface for active characters…

  • Lester
  • Richard
  • Janice

…so? Something like this was certainly possible earlier in an earlier build of the system, though, I might not have accounted for adding a character already in the party to an empty active slot.

EDIT So, I looked into how inactive members are unable to be targeted, as well as their inability to use skills outside of combat. Apparently, being considered “hidden” (which is the flag I use to set members as inactive) is a condition that is checked for the “canMove” and “isAlive” functions of Game_BattlerBase. I’m not sure if removing the condition, or making it an optional condition, is the right move, as I’m not sure if those functions have some decision-making processes in regards to how enemies determine their targets.

(1 edit)
To help me visualize things a bit, you’d have a party-list that could look like, using boldface for active characters…
  • Lester
  • Richard
  • Janice
…so? Something like this was certainly possible earlier in an earlier build of the system, though, I might not have accounted for adding a character already in the party to an empty active slot.  

Thanks for answering so soon! Sorry, that diagram's wrong:
If I have:

  • Lester
  • Richard
  • Janice

    Then try to put Lester in the empty third spot, then Lester and Janice swap to become:
  • Lester
  • Janice
  • Richard

Which I don't think can be predicted from how the cursor works? That's my only issue, that the player couldn't know that'd happen. But once it does, it's easy to remember at least. EDIT: It's also a minor thing, that I only discovered due to messing around for the bug, just noting because I didn't expect it.

I’m not sure if removing the condition, or making it an optional condition, is the right move, as I’m not sure if those functions have some decision-making processes in regards to how enemies determine their targets

Good caution!

(2 edits)

If I have:

  • Lester
  • Richard
  • Janice

Then try to put Lester in the empty third spot, then Lester and Janice swap to become:

  • Lester
  • Janice
  • Richard

Which I don’t think can be predicted from how the cursor works? That’s my only issue, that the player couldn’t know that’d happen. But once it does, it’s easy to remember at least.

I was looking into this earlier today. My test party started off with Richard and Lester, then tried to put Richard in the third slot. My resulting party was…

  • Janice
  • Lester
  • Richard

I suppose the expected result would be…

  • Lester
  • Richard
  • Janice

…like so. However, what’s happening under the hood is that…

$gameParty.members()[0]

…is being swapped with…

$gameParty.members()[2]

…and having their “isHidden” values switched with them. I will concur that it working this way might be a little awkward, but, it might be something I’ll leave as-is.

Getting the active party cursor into the correct position at various max party sizes looks like a much easier solution. If things go well, I can do another update some time tomorrow, lest more bug reports (or spelling corrections) come down.

(3 edits)

Thanks for the update! May game making go smoothly! Dinner for me.
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Potion weirdness: On the screen to select who to use a potion on, it has big text, but then after using the potion on someone, the text shrinks down to what it's like in the main status menu?
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From testing with a Lester, Janice, Richard LV 1 party in the Quaysha Caves, it seems like:

Two Crows are LV 7.

Mushmen are level 3 or so?

And Mosquitoes are level 8 or something.
And Goblins are probably level 2.

(+1)

Potion weirdness: On the screen to select who to use a potion on, it has big text, but then after using the potion on someone, the text shrinks down to what it’s like in the main status menu?

I’ve noticed this, and in other contexts, such as using skills. As far as I can tell (or am aware), those menus should be using the same window classes as the main party menu. Which should mean the font/line heights should be based on how big the active party can be. Clearly, something is up with the timing, or something, because the window does, eventually, fix itself. I’m just not 100% sure why it’s not displaying as it should to begin with!

From testing with a Lester, Janice, Richard LV 1 party in the Quaysha Caves, it seems like: Two Crows are LV 7. Mushmen are level 3 or so? And Mosquitoes are level 8 or something. And Goblins are probably level 2.

At level 1, Quesha Caves should be between 1 (Goblins) and 7 (Mosquitos) in ECN cost. Crows should cost 5, Mushmen should cost 3.