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AllusionAtelier

106
Posts
7
Topics
3
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48
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A member registered Dec 17, 2020

Recent community posts

Hi! The embed link doesn't work; is there another way to sample the music? :)

Would these possibly work in an RPG Maker MZ project file? It uses Effekseer! :)

Of course! I hope you continue doing what you're doing, because you're amazing at it!!

₍₍⚞(˶˃ ꒳ ˂˶)⚟⁾⁾ KYAAH! You have no idea how happy this plugin makes me!! Ho boy, it feels like Christmas has come early! Thank you, thank you, thank you x100!

This game looks amazing! ٩(ˊᗜˋ*)و ♡ I'd love to play it! But once I get to the loading screen after selecting my soul (and viewing the battle results scene), nothing happens? This occurs whether I select to view the intro or not.

Also, I would love to know where you got these beautiful backgrounds from! 

Thank you!

Yes!! It totally works, this makes me so happy! Thank you, Undermax, you have the most epic ideas, I stg! ヾ(๑ㆁᗜㆁ๑)ノ”

Omg this plugin is amazing!! My fingers are itching to get a hold of it, lol! But I'm using VisuStella's Main Menu core; will NPC actions still show up there, if added through your plugin?

Sent it! :D

Yus, I have a light ID set up, a range of 3 tiles is set, and it's equipped via the tool button. :)

....Well'p! That solves it, lol! Thank you so much for your help! I just have 1 issue left; I'm attempting to use the lantern's effect on an event, but it doesn't seem to work? I gave the event's initial page the comment; CGMZDT lantern (lantern being the symbol in the plugin's parameters) but not only does it not trigger the event's SelfSwitch, there is also no light from CGMZ Light effects on the player, either. (This is the case in a vanilla project, too.)  Do you know what I might be doing wrong?  I can send you a demo if that helps!

Sure thing! Do you mean this? (I copy/pasted what shows up in the image, in case it's too small to read.)

rmmz_managers.js:2080 TypeError: Cannot read property 'split' of undefined

    at Function.CGMZ_Utils.getImageData (CGMZ_Core.js:339)

    at CGMZ_DT_HookshotTool.initialize (CGMZ_DungeonTools.js:1504)

    at new CGMZ_DT_HookshotTool (CGMZ_DungeonTools.js:1484)

    at CGMZ_Core.createDungeonTools (CGMZ_DungeonTools.js:1643)

    at CGMZ_Core.initializeDungeonTools (CGMZ_DungeonTools.js:1629)

    at CGMZ_Core.createPluginData (CGMZ_DungeonTools.js:1606)

    at CGMZ_Core.createPluginData (CGMZ_LightEffects.js:354)

    at CGMZ_Core.createPluginData (CGMZ_Encyclopedia.js:8239)

    at CGMZ_Core.initialize (CGMZ_Core.js:1185)

    at new CGMZ_Core (CGMZ_Core.js:1178)

SceneManager.catchNormalError @ rmmz_managers.js:2080



(1 edit)

Hey, there, Casper! I just downloaded the latest version of this plugin, along with the latest Core, and I'm getting an error message in my project; 'Type Error; cannot read property 'split' of undefined.'

What's weird is...I can't recreate this issue in a blank project? And I've turned off all plugins in my own, but the error persists. (Minus this and your core.) Do you have any clues about what could be going on here?

My game runs fine once I turn off Dungeon Tools, but...I kinda really want to use it, lol! Any help is appreciated!

Great! Thank you very much! 

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Hi, there! I just had a quick question; are all of your animations built strictly for RPG Maker MV, or are they compatible with MZ too?

I can't seem to find you! QAQ My Discord name is allusion_39296, could you add me on your end? :)

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Hi! I hate to bring this up because I know you just helped someone else with a similar problem, but I'm really stumped on this.  I'd ask VS for help, but apparently they won't bother with any plugin outside of their library.  (╥﹏╥) So this is my last option. I'm also using Choice Manager with VS' message core and am getting this error;  

TypeError

Cannot set property '_background' of null

It happens when I click on 'new game' and have both plugins switched to ON. (I've downloaded the most recent versions of them as well.)

I've loaded both plugins into a vanilla project as well and have re-created the bug there! If you'd like to take a look, just let me know how best to send you the demo's URL!  I've tried re-arranging the plugin's order and initializing everything I could in Choice Manager but I get the same error. Any help with this would be appreciated! 

Okay, thanks so much for considering it though! I appreciate it! :D

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Hey there, Winter! I just had a quick question; is it possible to have multiple meta tags placed on an item/armor/weapon? Like a sword that has 'epic' and 'weapon' as it's tags, so when the item check checks for the meta tag 'epic' it shows up, and when it checks for the meta tag 'weapon' it shows up? I've tried adding the <WD_Items:name> twice but it didn't work, haha!

Oooo this looks super neat! My project mostly takes place on the map, so this would be awesome to implement! Is it possible to have the card's backgrounds be the  system's 'window' graphic, by any chance? 

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Hi, again! Sorry, this is my last question. I'm trying to have a variable record the value of my actor's custom stats and show it in a text message; but for the life of me, I cannot get it to work? I see the value go up in the status menu, but the message window doesn't reflect anything, and if it does it's often times not the matching number shown in the status scene.

I'm using an evented system to change the party leader with the push of a button--and when I switch between the actors, that too doesn't seem to register any changes I make to the parameters. Is there anything that can be done about this? I'll post a screenshot of my event for you.

And here is a sample of what the party leader swap looks like, in case it's impacting anything!


And lastly, here is what the console is returning when I trigger the above event! (The parameter check image.)


Hi, Eli! Thank you very much for this plugin, it's exactly what I needed! :D I'm so happy!

But, I think I found a bug; I'm using VisuStella's core engine and elements status plugins, along with a small JS snippet to reflect the custom parameter's values in the status menu! The snippet is;

return this.cparam(1); (1 is the parameter ID number.) 

However,  when I use that little code, it messes up whatever parameter is last in the custom list? The value shows up as NAN.

I tested this in a blank project as well, and got the same result. Would you have any clue how to fix this?  

(3 edits)

Hi, I'm having a similar issue; the text doesn't disappear, but the window doesn't become a bubble or anything either. I didn't adjust any of the default parameters, and tested it in a blank project. Here is how my event looks. Any help is appreciated! :)

EDIT: Nevermind, I figured it out! I wasn't matching the event name to the message window's name! So sorry! Thank you very much for this plugin, I love it!

(2 edits)

Hello! I just had a quick question; where did you get the pretty icons in the promo images?  I'd love to buy them! ꉂ (≧ヮ≦)

Okay, thank you very much! (˶◜ᵕ◝˶)

Hello! I just had a quick question; does this plugin allow the dev to dynamically set item/weapon/armor names from the map? (For example, during game play, an equipped jewel becomes cursed; the name changes from 'Magical Jewel' to 'Cursed Jewel' via event command! This would be so that every item that updates won't have to have multiple instances in the database.)

Hey, there! I think I've discovered a bug; when I repeatedly click on the same event that triggers the popup window, the popup gets gradually smaller and smaller? And the text codes stop working.

Thank you so much for making this, it's just what I needed! :D

(2 edits)

Okay, thank you! I almost have it working now, using the beta version! The menu appears and when I click on a chapter it teleports and everything...only if I press the 'back' button or try to exit out, I get the same message;  

TypeError

$gameMap.encounterList is not a function or its return value is not iterable.

I've also noticed that the above error changes depending on what plugins are on. Like when VS Battle Core is on, the error becomes; 

SyntaxError

Unexpected token u in JSON at position 0

So I'm really not sure what could be going on, but I hope it helps!

(1 edit)

Hello! I just purchased this plugin, but I'm having issues getting it to run; every time I launch my game I get this error; 

TypeError: Cannot read property 'skillId' of undefined.

I've tried turning off all other plugins and combing through this one, filling in the Skill ID's with different skills...I'm unsure of what else I can do. It works in the vanilla project, though, which is even more confusing. (Considering all of my plugins are off.) Would you happen to have any theories of what could be happening?  I'm using the MZ version, and both  beta and regular return the same error.

(1 edit)

Hey, there! Thank you very much for this plugin, I'm eternally in your debt! I'm running into an error, though; I'm using the beta MZ version, and when I go to open the scene, the save screen loads instead? Then when I go to back out of it, this error pops up; "Type Error: $gameMap.encounterList is not a function or its return value is not iterable." (This was done in a vanilla project as well, which returned the same error.) And in my actual project, after I exit out of the save screen that gets triggered, I'm getting an error that says; "Cannot read property 'screenX' of undefined."

 Any help would be appreciated. Thank you, again!

(1 edit)

Yes, you have! Thank you so much, I get now why it's not possible. I'll keep tinkering with it and see what I can do within these limitations.  Looking forward to seeing what you release next! 
ദ്ദി(。•̀ ,<)~✩‧₊

Hey, there! This is a really  neat plugin, thank you for sharing it! :) I just had a question; I see that there is a plugin command to decrease durability, but it seems to do this for all tagged equips? Is it possible to decrease the durability specific, individual pieces of equipment? That's really the only feature I'm missing. Thank you!

Hi, there! I really love the concept of this plugin, thank you so much for sharing! Are there any plans on making a port of it to MZ?

XDD

The patch works! It turns out I was using a plural in the check; (Skills7 instead of Skill7!)  Thank you so much, Winter! I know this has been a lot to go through, and I so appreciate you for it! Will be buying you a ko-fi next month as thanks!

(3 edits)

Oh, okay! So it's something I'm overlooking. I found the Skill 7 stat and changed it to Skill 1, but I still get the error?  WD_StatsAndSkills: Can't find a valid Skill ID for manual buff command! Skill1. (I changed the Other Events Phase  Change number/formula box; It was set to Skill 7 but I made it Skill1. Is there another place I should look for it?)

Here is a re-upload featuring the error, but with the Skill7 thing fixed; https://drive.google.com/file/d/1Bso-3LCA2DE1INPyNM-GBjMYMDCUZ1zl/view?usp=shari...

Oops, I'm so sorry! Access granted! :D

It's okay, haha! Sure thing, here you go! https://drive.google.com/file/d/1ZF5ZemzS0myOFvEcBo_Mx7WQ9XvntOJH/view?usp=drive...

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Oh  gosh, okay! Thank you, Winter!  You're probably right, I've noticed that I can get a basic skill check to run, but whenever I try to add any kind of modifier, it throws an error.  (╥‸╥)

(1 edit)

Okay, I've turned off all of my plugins except for WD Core and WD Stats and Skills; the new error message reads; 

this.checkFormulaEvaluator is not a function. Does this help you at all?

Also, I managed to re-create the error in a blank project! I uploaded it to my  Google drive for you to test out; do you have  a way I could send you the link?  :)

Yeah, it's very strange--I copy/pasted my event into a new project and it ran fine as well. It has to be a compatibility issue...hmm...okay, I'll do some testing and let you know my findings! :)

Hey, there! I've run into another issue I can't solve on my own.  (I'm sorry!) I've created a skill check that, once it's run, crashes the game with the message;  WD_StatsAndSkills: Invalid Switch ID number in Stat Skill Phase Validator Array! I'll show a screen shot of what my Stat Skill Phase set up looks like, I'm not sure what I could be doing wrong...


And this is what I have for the other events phase...