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Ramza

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A member registered Apr 18, 2017 · View creator page →

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Alas, that one is intended. 

The intent was that you could turn off an extra barehanded attack if your offhand was empty, mostly for two handed weapon use, honestly, but if you're using no weapons at all, in the normal engine, the actor would still make a barehanded attack, so his main hand should always be considered armed, even if he has a weapon in his offhand.

Changing that in particular would be difficult because the plugin was not designed with that in mind. Attacks always come from the main hand first, the only exception being if the offhand is locked during a skill. To change it permanently would be much more involved than the change I did to make the offhand empty attack not trigger.

~Ramza

(1 edit)

Ah, I probably missed that contingency when I rewrote the code again. I'll have it fixed in a few minutes.

Edit: the fix is live, redownload it from the devlog or the main page again and it should say it's version 2.76a now.

Good catch.

The problem was with a function that returned whether or not an actor was currently dual wielding. For some reason, when I rewrote that function on a previous update, I completely neglected to take that plugin parameter into account, so it was always considered dual wielding, whether or not the parameter was set.

I have uploaded the fix for that just a few minutes ago.

Hey there.


Sorry that this happened to you. Itch.io can refund your payment, and you can use the refund to buy the correct version. I think that's probably the best thing to do in this situation. If I simply have you the plugin, you wouldn't have bought it, and you wouldn't be able to download updates for it in the future.

I'm not sure how long it takes them to process a refund, it might take a while, so apologies in advance.

~Ramza

What plugin are you using to get that <WeaponPower: x> tag?

Since the value of that tag is being used in damage calculations, it should be pretty easy to isolate it on a per weapon basis similar to atk. I'd just have to know what I'm looking for to devise a patch.

~Ramza

Greetings.

  1. The only incompatibility I'm aware of between Dual Wield and Yanfly plugins is weapon unleash. Yanfly's weapon unleash doesn't work with default dual wielding, it only unleashes the skill of the first weapon, and that is how it works with my dual wield plugin as well.
  2. Multiline formulas work in the note tags on weapons, but I don't think the code box in the plugin params supports them. Single line formulas that call other functions work great, and are probably better to use in such a case. In that case, you can pass a (subject), b (target), or any other value attached to them to the function as well.
  3. Dual wield and weapon attack formulas are 100% compatible. Skills that lock to one weapon use the formula for only that weapon. Individual hits from multi hit skills (and a dual wield attack) will use the weapon formula for whatever weapon is being swung. 

I understand asking questions prior to purchase. These aren't cheap plugins (the cost of them combined can be more expensive than you can get MV for some of the time), and it's good to know exactly what you're getting before you buy them, for sure. 

Let me know if you have any other questions.


~Ramza

Hello there.


I have a couple of thoughts on why that might be happening.

First, it could be that the audio codec used in the video is not supported on the target platform. To verify this, I'd first try playing the video directly using some sort of media player. If that works, the next step would be to try to play it in a normal event in the engine.

The other option is that something set the volume of all videos in engine to be muted. The plugin doesn't have any built in video controls, so it should use the defaults. It might be possible that during a previous test play you muted the video from somewhere else in the game, and that setting is kept during the splash videos.

Audio should be supported. The webms I, ahem, legally acquired on the internet to test it with had audio, and the audio playback was fine. There have also been complaints of the audio continuing onto the title screen when skipping videos, so other users have had sound working as well.

Unfortunately there isn't much more troubleshooting I can do, as all this plugin does is launch a container for the video which is already something rpgmaker did.

~Ramza

The weapon formulas can contain anything that would normally work in the damage formula. As such, you can use a ternary operator to return one of two numbers if a specific condition is met:

a.atk *4 - b.def *2

This would be a normal damage formula.

a.isStateAffected(4) ? (a.atk *4 - b.def) : (a.atk *4 - b.def *2)

This adjusted formula would be the normal one if the actor does not have state 4 (after the ":") or an altered one if he has the state, in this case halving the enemy's effective defense value. You can also nest these operators together, allowing a check for multiple states in a row and modifying the formula accordingly:

a.isStateAffected(4) ? a.isStateAffected(5) ? (a.atk *4) : (a.atk *4 - b.def) : (a.atk *4 - b.def *2)

If he has states 4 and 5, he ignores defense completely, just 4, he halves it, and if neither, full defense.

You can turn that window off completely if you're not using it, otherwise I'd have to add a plugin parameter to removes those line breaks.

You can turn off the category window completely which will make it sort all available items/weapons/armors that can be used into the main window. I think it'll probably list everything the player has though, so if you never plan to use weapons or armors or key items as ingredients, it might not work for you. I'm not at home right now, but there already was an option to add custom categories to that window as well, from yanfly item categories plugin, so it shouldn't be too difficult for me to modify that a bit and make that configurable.

There is a run once on completion uh... code box, that lets you run a script call after the craft completes. There is a way to reset it after using it so it runs every time, but I'm not at home right at the moment to double check it for you. You could use this to turn on a switch which would trigger the common event. The main problem is that common events don't normally work from inside menus, so you'd probably need to get another plugin entirely to call an animation on the menu screen, and then call that plugin from the run once script call.

I don't think there's currently a way to disable the progress bar for just one craft category, but you could set the timer to be very short, like, one frame, and it would basically be instant. I can consider making this more configurable in an update.

I'm not entirely sure what you mean by the two black bars, is this because you have the window skins hidden and it's showing something weird that'd normally be hidden?

~Ramza

Hello there.

I have sent you a DM on discord, but it won't send because we don't currently have any servers in common. My discord handle is @capnrammo. I'm sure I posted it... somewhere on here.

Anyways, the good news is that I'm pretty sure I know what the problem here is.

Your first issue with the crash on the item scene is because the plugin parameter "Updated Scene Item" from ItemCore is true and it should be false. That parameter makes ItemCore redraw the item scene in a fancy way in MV, but in MZ this breaks the whole scene because it was never intended to be used in MZ. Because of that, the independent item patch doesn't touch any of those windows the updated scene tries to draw, so it throws that error when it tries to draw a window in the old MV way. Disable that parameter in the demo and it will stop doing that.

Near as I can tell, every other problem you're having is because of the demo project. The demo project works out of the box, without modification. If you redownload it, extract it, open it in MZ and run it, you can craft any of the recipes included without issue. The problem is that the demo project was intended only to ever be used with version 1.00 of the original plugin, which it includes already. Since that release, I split the plugin into the core and the MZ/MV versions, and the demo doesn't work with that. So if you update any of the plugin files in the demo, you need to do a bunch of troubleshooting to get it to work again.

The demo is more for seeing how it should be set up, so you can compare it with your own project as you make your own recipes. If you import the newer versions directly into your project, they will grab the default plugin parameters and should work just fine, but the demo version already has parameters setup for the plugin, so it doesn't reset to defaults, and gets a little messed up. One way to check this is that in the plugin params for the bug project you uploaded, there are no recipes listed at all.


However, even after adding one, it still can't be crafted and returns a total failure, as you said. On the other hand, all recipes in the unmodified demo project worked fine, and making the same recipes in a brand new project with the updated plugins also works fine (although setting it up takes quite a bit of work).

As for refunds, itch does allow you to refund your purchases, and I have no personal problem with refunding a plugin you can't make use of, or that doesn't work the way you wanted it to, after all, it's hard to know exactly what you're going to get when you buy something like this. But at this point, the problem is purely configuration, and it can definitely work. Many people have purchased, used, and even modified this plugin to great effect, and I'm sure you can get it to work too.

~Ramza

Hey there.

If I'm being honest, I don't know as much about windows and menus as I probably should, and a peak into the code will probably reveal that to anyone who knows what to look for.


That being said, the windows I create in this plugin are bog standard in pretty much every respect, so whatever you did to the menu to hide the background, border and blur should also work just fine in the crafting scene. If that was a plugin designed to do that to multiple menus, it should be as easy as adding my window names, scene_craft to that plugin to enable it. 

Depending on how the plugin was made, it might already do that to all scenes and windows, so maybe it would already work with my plugin, too, assuming you haven't already tried it, anyway.

If it was something more custom that you did yourself, you should be able to modify those windows in the same way you did in the main menu.

There isn't anything in this plugin that should be a problem if you were to do that, anyways.

~Ramza

Unfortunately, since the VS plugins are obfuscated, I don't know what they do to the damage formula to be able to use the damage styles.

In theory, since all my plugin does is replace some keywords with a formula, you should be able to set the formula to just return a flat number and it should work with the power damage style, but that's assuming they didn't modify the damage formula to the point where it ignores my changes.

~Ramza

Hello.

If I'm being honest, I haven't put much thought into porting it to MV since this post was made 3 years ago. I still have the same major issue, which is that plugin commands in MV are inferior from an end user perspective.

In order to make the two plugins as close as possible, I'd likely need to look into some kind of electron app that would take the inputs of a dev in a similar manner as the MZ plugin command window does, and outputs the results in one giant line for use in the plugin command event command for MV.

If I wanted to go the route of having the features be slightly different, the MV version could define the shops on initialization, so that creating them could make use of the plugin parameters in the plugin instead of plugin commands. But this would prevent Devs from defining them mid game, at the very least, and adding or removing or changing stock in a specific shop is still going to take a giant plugin command that'd be easy to butcher when you're typing it in, making it hard to use, and hard to troubleshoot if it's not working.

The best workaround I can think of is either breaking the plugin commands down into individual calls, and using regEx to parse them like note tags. But I'm not sure how that'd handle custom costs, and a whole host of other things, really.

Even as a dev who's not afraid of a little jank (trust me, look at the crafting plugin), myself, the prospect of having to type in a bunch of easily typo'd text instead of clicking from dropdowns and menus scares me a lot.

~Ramza

Okay, well that thing is unrelated to the other thing. That's actually a known issue with how dual wield attacks work in the system.

During the act of attacking, each weapon is unequipped for the attack of the other hand. That means if the only source of the dual wield trait on the actor is one of his weapons, when it is removed, he's no longer dual wielding. That causes all kinds of wonky behavior, and that's why you want the trait on either the actor, or his class, or a permanent state (from the yep passive states plugin).

Good news, I fixed the problem. The issue was from the new parameter in 2.74, equip only mode, which most people wouldn't be using. I'd messed up a check for if that parameter was enabled, which was causing the isCurrentlyDualWielding() function to return true without doing any checks to see if the actor was actually dual wielding.

The idea behind this check was that if out of battle, OR if the plugin parameter was enabled, it would only ever return the actual slotType of the actor (for which 0 is normal and 1 is dual wield type). This was to maintain compatibility with in combat plugins that also relied on knowing if the actor was dual wield type or not, like the YEP equip change in battle plugin.

But since I'd accidentally reversed this check, if the parameter was disabled, it would trigger that check, which was returning if the actor was dual wield type, and not if he was actively dual wielding, as expected. Which leads to your problem, where a two handed weapon was considered dual wielding. It likely also had the same problem with actors using a shield in their offhand, although I didn't test for that.

I have uploaded v2.75 which corrected this bug. Everything should work fine now. Thanks for the report, and sorry it took me a while to find the culprit, as I said, I didn't have my test environment running on my new windows install, so I was honestly trying to avoid doing that as much as I could by asking many questions from you about your specific use case.

~Ramza

Okay, that is weird. 

So where the battle system is picking up that the actor is currently dual wielding, even when he isn't,  one of two things is happening:

  • The weapon isn't actually twohanded
    • Maybe something broke the notetag, or the function that turns the weapon twohanded?
  • The function that checks if the actor is currently dual wielding isn't properly detecting the actor as wielding a two handed weapon.

To test for the first thing, in battle, from the console, we can use almost the same script as before:

$gameParty.members()[1].equips()[0]._isTwoHanded

This will return true if the weapon in the main hand of the actor is tagged as two handed. 

If the script returns false:

  • The <twohanded> note tag on the weapon is not present, or is otherwise not being parsed, maybe it's inside of another tag by mistake, or has been typo'd
  • The note tag is being parsed, but it's being removed by something else, this would be the weirdest compatibility problem I'd have encountered, as something would need to be specifically removing that value from every item after my plugin loaded, which would almost be malicious.
  • The note tag exists, but you're using an older save file from before this plugin was installed to test, meaning the items in your savegame's database are from before this note tag was present to be parsed.

If the script returns true:

  • Something might be removing your weapon temporarily during the attack sequence. This could be a state, or an action sequence. If at some point during the skill use you don't have a weapon, the system considers dual wielding barehands as dual wielding, so it would call your actor dual wielding.
    • If that was the case though, it wouldn't consider you as currently dual wielding via the previous script call except for in the middle of the attack sequence, meaning it should show false on that above script check during the idle part of battle.
  • There is a problem with the logic in my function that determines if someone is dual wielding, that isn't taking into account a two handed weapon. That's be a major bug, and it'd be weird if no one had noticed it until now, but could be possible.

For transparency sake, I haven't tried to recreate this problem yet, as I had recently fully reinstalled windows and haven't set up my test environment yet. If the second option above is true, I should be able to easily reproduce the problem, though.

Anyways, put the above script into the console and see what it gives out, I'll get my test environment going here and start seeing if I can reproduce the problem.

~Ramza

Unfortunately, weapon unleash isn't exactly compatible with the dual wield plugin, so I wonder if the problem is coming from that?

Can you try, for experimentation sake, using the twohanded weapon without weapon unleash to see the 'normal attack' skill that it would usually use and see if it also hits twice? I'm not entirely sure how weapon unleash codes its skill usage, but dual wield only 'detects' a skill as dual wielding automatically if it's the first skill in the skill list, or if it's tagged specifically as a <dual wield> skill, but the only effect this would have would be to have sequential attacks switch weapons (and damage) within that skill.

Moreover, the problem seems to be that the game is deciding that your actor is dual wielding, when he's not, which is triggering the extra attack even when he isn't.

During battle, can you open the console (f12) and put in the following script?

$gameParty.members()[0].isCurrentlyDualWielding()

Replace the 0 with the index of the party slot where the guy with the two handed weapon is. If he's the lead, he'll be index 0, if he's the second in line it's index 1, etc.

For someone who's actually actively got two weapons equipped, this should return true, but for someone using a twohander, it should be false. It should also return false if you have the barehanded attack parameter disabled, and he's got a one handed weapon and nothing in his off hand, or if he's got a shield in his offhand.

If that's coming back true, we probably know where the problem is, it's that the engine is detecting the user as dual wielding when he's not, and I can go from there to figure out why.

If it isn't detecting him as dual wielding via that script, then something is adding an extra attack to your skill, and that could be the skill unleash incompatibility I was talking about earlier. The dual wield plugin does make some 'secret' changes to the action sequence of the attack skill, and to any skills tagged with the skill tags.

It could also be something simple, like a trait adding an extra attack to the actor, which would also make the regular attack skill hit twice.

~Ramza

So the weapon is not using the standard attack skill, but some other skill?

Is that via the Yanfly Weapon unleash plugin? What are the note tags you're using on the skill that it is using? Is it tagged as a dual wield skill? Does it have a unique action sequence?

~Ramza

Hello there.

When the actor is using a twohanded weapon, do they have something in their offhand, like a shield, or is that slot  completely empty?

Is the two handed weapon tagged as <twohanded>?

Are you using the Monkey Grip extension, and is the actor monkeygripping?

I did fix a bug like this in a previous version but it may not have been the exact situation you have going on right now.

~Ramza

Certainly. The scene is called Scene_SkillShop

~Ramza

I think it's getting confused by what you're giving it. 

You're specifying that it needs three of item ID 2 and one of item ID 6, but you're also telling it that it needs 3 of category 'Runes' and 1 of category 'Runes'. The category option overrides the individual ingredient option, so it doesn't matter what ID you set there.

Category ingredients are for being more vague in your recipes, so this likely isn't what you want at all, given you have given names to the runes you used. Get rid of the category and see if it works that way. Right now, the recipe is set to need 3x 'runes' and 1x 'runes', meaning it is looking for 3 items in the runes category and one item in the runes category, not the green or grey rune specifically.

What I think has happened is that your rune items don't have a category on them, because you didn't use that note tag. The recipe, because it has categories set, is ignoring the item ID part, and is only looking for runes, which these likely aren't. You'll want to remove the category from the recipe.

Alternatively, you could add the <craftCat: Runes> note tag to those runes, and the recipe would probably also work, but it would work with any items in any order, like 3 grey runes and a green, or 3 red runes and a green, or any other combination of 3 and one runes items.

I'm also not sure, but the DQ mode might require you to set the ingredients one by one instead of putting a quantity. So you'd set the recipe as green x1 green x1 green x1 and grey x1, instead of green x3 and grey x1. You  probably want to change that back to normal mode, because that's not what most people want.

~Ramza

Hello there.

You cannot add the same ingredient to the recipe list multiple times from the crafting interface. Instead, pressing right on that ingredient in the list increases the quantity of that ingredient being added. Pressing left on it will decrease the quantity by one. If the quantity is already one, pressing left will remove it from the list instead. I, uh, never came up with a way to do this using a mouse input, so you have to use either a keyboard or a controller input to change the quantities.

If you want the player to have to put in three separate instances of the same ingredient, you need to set it to DQ mode in the plugin parameters, so it allows you to use the same ingredient multiple times.

(1 edit)

That last bit does sound like a bug, as the videos don't play on the title scene at all, so there should be no menu or anything for the player to interact with.

The incompatibility with the CustomLogo plugin is likely the same thing that broke it in MZ a while back:

This plugin aliases the call to change scenes in rpg maker, which happens any time you swap from any scene to another scene. Menus, battles, map transitions, shops, etc. It specifically just calls the original function (so it works normally) unless the following is true about the call:

  • The scene you're in is Scene_Boot (which is the very first scene that loads when the game opens)
  • The scene that is called is Scene_Title

In that case, it intercepts that call and sends the scene manager to Scene_PretitleSplash (or something like that, I don't have the code right in front of me), which shows the splash screens in the given order, and then sends the player to Scene_Title after. If you have some other plugin (or the newer Core files for MZ), Scene_Boot doesn't point into Scene_Title, so this plugin never triggers. In MZ it pointed to a different scene called Scene_Splash, which I presume was created for a similar reason, but doesn't seem to be used at all except to then send the player to the title scene.

In any case, the incompatibility can be fixed by modifying my alias, by adding whatever the CustomLogo scene is called to the check, it will intercept it as it would the boot scene and work.

But also, this splash plugin can be used to show a static image as a splash screen too, so you might not even need that logo plugin if you're using this one.

I'm not really sure how it could be playing videos on the real title scene though, unless it's not waiting for the video to be finished before continuing on to the next scene. That would be a pretty major bug. I'll see what I can do about it.

~Ramza

Hi there, I'm sorry you're having trouble here, so let's try to fix it.

Try turning off skip mode to see if it's somehow being skipped before it starts playing.

Also, there was a change in the MZ core files a while back that broke this plugin completely until an update, which effectively stopped it from doing anything at all. Double check that you have the latest version of it by redownloading it here and using the newer plugin file.

Also ensure that the movie will actually play during a regular 'play movie' event in game as well. If there's something incompatible about your movie file, that will let us know that the problem is with the file and not with the plugin, since it's just using MZ/MV's ability to play the movie files that's already built into the engine.

~Ramza

The leveling system isn't it's own plugin, it's included in the main crafting system plugin.

You might be talking about the experience display plugin, which added a command to the menu to show all of your crafting experience, and the reason you couldn't find it might be because you didn't know the name of it.

As for your other question: The MZ and MV versions of the plugin are essentially only separate because when MZ first came out, I had to make an entirely new plugin for MZ. At a later time, I split the plugin into the core, and the MV and MZ branches of the plugin are an answer to having to deal with the different ways that some functions work, such as drawing windows.

With that being said, the only reason I left them as separate plugins is because there was no good way to handle a merging of them. If I deleted the MZ version off the store and included it with the MV purchase, people who'd bought the MZ version wouldn't have access to the download anymore. Same if I did the other way, if I merged the MV version into the MZ version, the people who'd bought the MV version wouldn't have access anymore. 

I didn't want to have to deal with trying to hand out keys after the fact for the other version.

What I can do for you in this case is a coupon code for 50% off the MZ version if you already own the MV version. This isn't specific to you, but it needs this specific link to work, so feel free to share it to others if you know anyone else who's also in the same boat.

Good luck and godspeed.

~Ramza

Thanks for the report.

Unfortunately, because of the obfuscation of their code, there's no way for me to know what they're doing with that note tag, or how I managed to break it. Does the tag not work entirely or only on shields? It could be that the Shield slot doesn't count as an armor slot for their plugin anymore when you're dual wielding, because it would normally be a weapon slot. It could also be that the modification I made to force unequip items from the offhand when equipping a two handed weapon, or when a main hand weapon disallows a specific wtype in the offhand simply overwrite some change they'd already made to that function.

You can try moving around the plugin load order, but I don't think that will help, unfortunately.

I wish that were the problem.

I'm not sure what's going on here now, tbh. The version I have on my PC is 1.11, and I ran it through diffchecker with the version up for download and they're exactly the same except my version has notes in the patchnotes section that says it fixed an issue with that function. The actual function is exactly the same in both versions though.

It's like I'd started to fix a problem with that function, and wrote the patch notes first (which I honestly never do), and then... stopped making the fix and forgot about it? I don't know what crash problem I allegedly fixed with the function if the function is exactly the same between versions, either.

In any case, your load order is correct. It works for me in a completely clean test project, and my own test project. The only thing I could think of that might be causing problems if if you changed the experience curve, and the changeCraftExperience function can't get a usable value out of it to check against, but if that were the case, none of your crafts would ever level up, not just this one you're gaining experience with using the function. And also if that were the case, I think it'd probably cause a crash rather than just not work, since I used 'eval' instead of 'try', if there was some unforeseen problem with the formula the function would end up comparing a number to NaN, and not like that.

Good evening.

The only time currentTime is used in the plugin is during a skip. To skip the video to the end, it sets the current frame of the video currently playing to the last frame, which causes the video to end. I did this because I couldn't figure out how to make it actually abort the video playback, as I'm just using the built in video playback from rpg maker.

If I'm correct, you're getting this error because you're skipping videos, and he likely isn't because he's not. What the error actually means, though, is a mystery to me. It could be an issue with the actual video, as the error would seem to imply that it can't properly detect how long the video is to set the current time on the playback to the end of it.

Okay, I just typed up a giant response and then accidentally hit a keyboard shortcut that refreshed the page and lost the whole thing... so bear with me.

I created a brand new MV project, with only the latest versions of all three plugins:

CS_Core (1.11)

CraftingSystem (1.31)

CraftingLevelsScene (1.01)

In this test project, I left all plugin params as default with two exceptions:

I made an alchemy recipe for item 1, which needs one item 1 and one item 2 to craft.

I set 'Hide Unused Categories' to false in the levelscene plugin.

On the default map, I added one NPC who says a chat and then uses the function I gave you in a script call to add 51 experience to alchemy. 

$gameParty.changeCraftExperience('alchemy', 51)

Opening the menu before talking to the npc correctly shows craft experience for Alchemy as 0/100 level 1. Talking to her once shows it as 51/100 level 1. Talking to her again shows it at 0/200 level 2.

This function is not doing anything fancy, and it has a pretty unique name, so it's unlikely another plugin is causing this compatibility problem. The best was to troubleshoot this further is to open the console from the test run (f8 or f12) click the console tab at the top, and then type the following:

$gameParty.changeCraftExperience

Without providing the ()s, or the params, instead of running the function, the console will output the code for the function, like below:

ƒ (category, add){     $gameParty._craftExperience[category] = $gameParty._craftExperience[category] + add     var level = $gameParty._craftLevels[category]     var requiredexp = eval(Ramza.CSParams.Experien…

if you click on this blurb in the console, it will take you to the sources tab and show you the whole thing, including the name of the js file it's coming from at the top, which should be CS_Core.

My version control isn't the best in the world, downright crappy, actually, so I can't tell exactly at what point I spun this function out of the original plugin and moved it to the core, but at least on version 1.15 of the base crafting system plugin, the function was there, and identical to the one in the CS_Core plugin. If your sources tab is showing a different plugin name than CS_Core at the top, then something is overwriting the function. The only thing that could be doing that is probably the craftingsystem plugin, but if you're using the newest version, that shouldn't be possible.

The only other thing I can suggest is maybe trying with a new save? The experience and levels, and maybe even the level curve could be stored in the save file, and might not be updating properly.

The only requirement for core is that it is loaded before the maker specific plugin in the load order (ie: the Ramza_CraftingSystem plugin). You should also update that plugin as well, if you haven't already, if the version you were previously using was old enough that it didn't require the core plugin, you're working with a version that had several bugs in it that have been fixed, at the very least. There had been an apparently long standing bug where the function I described above simply caused a crash.

With that being said, I loaded up my test project after some hilarious cloud based backup shenanigans on my new laptop, and managed to confirm that using the function above does grant experience to the specific crafting category, and caused it to level up, and reset the rollover experience as I expected it would, in both MV and MZ versions.

I would definitely recommend updating the crafting system plugin for sure, since you weren't previously using the core plugin, your older version is likely woefully out of date, and that function not doing what it's supposed to is likely the least of your problems.

~Ramza

There sure is.

The last version of the Core plugin actually fixed an issue with this previously undocumented feature, which made it cause a crash when used. $gameParty.changeCraftExperience(cat, value) can add or remove experience from a crafting category, and will cause it to level up (but not level down). For cat you'd use the category name in the form of a string ie: "cooking", "alchemy". The value is any number, positive or negative, and will be added to the total craft experience for that category. 

So, if you use the 'script' command, you can run the following script:

$gameParty.changeCraftExperience("alchemy", 12)

and it will add 12 experience to the alchemy level. If this makes the alchemy experience high enough to level up, the level will increase as well, but there will not be a message generated by the plugin, you'll have to handle that via whatever common event you're running to give the experience.

$gameParty.getCraftLevel(cat) can be used to check the current crafting level at a specific time. You could store the value it returns in a variable via the 'script' operand, grant the experience, and then check it again and compare the two to see if a level up occurred as a result of your experience gain, then show a message after gathering is completed.

~Ramza

Good day.
That error doesn't mean much to me, unfortunately. It sounds like something failed to load, possibly the video file you chose, but without the console output I wouldn't know where to start troubleshooting.

Make sure the path of the file you're loading is correct, and that it doesn't have any spaces in it.

Good day.

This plugin shouldn't be capable of doing this unless you have something else that's going back to Scene_Boot on the title screen. 

The normal flow without this plugin:

Scene_Boot -> Scene_Splash -> Scene_Title

With this plugin:

Scene_Boot -> Scene_PretitleSplash -> Scene_Splash -> Scene_Title

This plugin aliases the SceneManager.goto function, checks for what the current scene is, and what the scene called is, and injects scene_pretitlesplash only if it's currently in Scene_Boot and going to either Scene_SPlash or Scene_Title. It doesn't change anything on the title scene at all, and the only time is plays splash screens is on the pretitle splash scene. The only way it could replay these is if something sent the interpreter back to Scene_Boot and it started the whole process over again.

~Ramza

If I had a nickel for every time I've heard that one.

Glad you got it sorted out.

I've never seen that error before, not just for this file specifically, but in all of my time using windows. Perhaps the original file is corrupted somehow in your original location? Clearly after making the copy + paste action, the file pasted is also corrupted to throw that error.

Have you tried redownloading the plugin file and pasting that file instead? I don't think the js file has any weird file properties that would cause that error, unless some antivirus program has already been messing with it thinking that it's a malicious file or something.

Glad to hear it, sorry it took so long.

That is odd, considering it now works for me in a completely stock project, even with only a single video splash.

It's possible that the issue is that your core files are also out of date, from somewhere between 1.0.2 and 1.8.0, and that they'd made some changes to the scene load order in earlier versions, before settling on what they have in 1.8.0.

First I'd check to see if an image splash works, to see if it's something weird with the video specifically. If that also doesn't work, test it in a brand new project, and then compare the versions of the core files from your project with the new one and see if rmmz_scenes.js is out of date (although be warned updating it might break other things).

If the image splash works fine but the video doesn't there might be something else going on with it. Try playing the video using the event command in game and see if it will play there, if it won't the format might be something that simply won't work in rpg maker for... some reason. Like I've said to some other people in the past, I didn't do anything fancy to make it play videos, just hooked into whatever the engine already uses to play them in game, so I'm not really in control of what works and what doesn't, unfortunately.

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As it turns out, all battlers, even non sideview ones have a number of parameters added to them whenever VS_BattleCore is enabled, and the name will be a blank string if the enemy doesn't have a battler set via that note tag.
I have used this, and it appears to work, at least in my quick testing, and it doesn't seem to cause the project to implode if the enemy is not an animated one, or if the VS_BattleCore isn't present in the project, so I consider that a win. The new version should be up in a few minutes, let me know if I missed something glaringly obvious on this one.

Indeed, it has been a long time since this request.

If I'm being honest, I haven't been particularly active these last several months. I apologize for that. I've started looking into this request this evening. I don't foresee it being too difficult to apply, assuming there's an easy way for me to tell if an enemy is using an animated battler through VS_BattleCore.

Okay, so I looked into this a little bit, as you're not the only person to report it (see below), and I was once again unable to reproduce the problem on my end. It works fine in my test project, with images and with videos.

The problem, as it turns out, is that some update to the core files in the past made it no longer work anymore. I made a brand new test project and copy+pasted the same test files I was using in the test project into it, and it doesn't work. In fact, none of the splashes work, not even the images.

I looked into it a bit more and it seems that RMMZ has an entire splash scene that it defines in RMMZ_Scenes that it goes to before the title scene. I'm not sure what this scene actually does, though, as I don't see any options in the database to use it. Anyways, I managed to quickly fix the issue, as my plugin aliases the function to call a scene, checks if the current scene was Scene_Boot, and that the scene being called was Scene_Title, and then intercepts that call to send it to my pretitle splash scene instead. I just changed that to intercept scene_title or scene_splash. 


The fix will be uploaded shortly.

~Ramza