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Hmmmm redownloaded it from itch.to and threw it in a fresh project but I still seem to get the same error? Using mv 1.6.2 btw~ <3


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Ohh I made a small mistake heh. Used a > when i should have used >=

just reuploaded a fixed version, try this one out. sorry about that.

your plugin order looks good too, the spawner does need to be below QPlus and Qmovement for this fix to work so thats good

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\o/ It wooooooooooorks! I think my heart just died haha! It's really nice to have a spawner that actually works with Qmove! Wait time works too since I know you were talking about that earlier. I'm going to throw it into my main game now and keep going with it, I'll let you know if I hit any snags!

Still no errors yet~ By the way did you input this fix/compatibility into the MZ version? I'd like to buy that version from you as well ^-^

doing this wouldn't be hard, does that plugin work with MZ too?

Yeah! It was imported into MZ by LunaTechs! It's in their MZ Plugins & Tools list~

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Ope I ended up finding a pretty serious bug with the qplus patch, where if you leave the map and come back the event becomes* un-interactable again! o0o It took me a bit to find because I was building my crop event my bad!

Thats weird I'm completely unable to replicate this bug. I've spawned an event with QPlus and QMovement enabled, I was able to interact with it then I switched maps and returned and I am still able to interact with it.

Deleted 4 years ago

Were you able to see the issue in the project I linked? I wonder why it didn't happen in your project hmmm... but yeah I tried again in a 5th new project and it's still angry at me when I switch maps haha, am I doing something incorrectly you can see? I tried with and without the qmove comments too and messing around with some stuff but I couldn't figure it out QvQ

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I did look into this issue and it's likely caused when the saved events are recreated. Chances are I'll have to handle how I recreate saved events in another way. I had a few things I needed to take care of in the meantime while I come up with another method for the handling of restoring saved events that won't interfere with QPlus. I'm on it still, just not quite satisfied with the result yet.

Edit:

I spoke too soon and think I finally came up with something I don't hate. This method seems to be an overall upgrade from the original method of restoring events so with some testing it should be good to officially replace the old method.

 I uploaded the modified plugin file to the store page if you wanted to download it and help me test it further that would be super helpful! Hopefully this solves all issues :D

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Lets get testing then! And thank again a lot, I'm not sure how often I can say that before it feels like the sincerity wears off but it seriously means that much~

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It took me a while to find the source of this error xD but there was one error I found where if you do the following then change maps and come back it will give this error:  "Cannot read property of `_eventId` of undefined."

- This error happens even with qplus and qmove turned off btw <3
- This error only occurs when you spawn an event onto or move an event onto an unspawned event's location before transferring maps at least once . 
- ie. if you remove event 1 > transfer/transfer back > spawn event 2 on event 1's location there will be no error when transferring maps again.
 However if you remove event 1 > spawn event 2 on event 1's location > transfer/transfer back there WILL be an error.
Project https://www.dropbox.com/s/lanmn4001jwoxeb/Get%20Started%20with%20Dropbox.pdf?dl=...

-------------------------------------------------------------------

Spawn #1 > Unspawn #1 > Spawn event #2 > Move event #2 to event#1's old pos.

Ritter.spawnEvent(2, 1, 5, 2, true);
Ritter.unspawnEvent($gameMap._lastSpawnEventId, true);

Ritter.spawnEvent(2, 1, 5, 1, true);
$gameMap.event($gameMap._lastSpawnEventId).setPosition(5, 2);

-------------------------------------------------------------------

Spawn #1 > Unspawn #1 > Spawn event #2 on event#1's old pos.

Ritter.spawnEvent(2, 1, 5, 2, true);
Ritter.unspawnEvent($gameMap._lastSpawnEventId, true);

Ritter.spawnEvent(2, 1, 5, 2, true);

Interesting I'll take a look at this, also that link you posted isn't to a project file its to a Getting Started With Dropbox pdf.

If you did set up a project that shows the crash that would be very helpful.

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Woops made a small ammendment to my last post, it also error's if you just spawn an event onto an unspawned event's location before leaving the map <3