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Casper Gaming

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A member registered Sep 14, 2020 · View creator page →

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Hi, you could do this by making categories have certain switches that must be on to display, and then turning those switches ON/OFF before calling the scene in your menu command. You can turn a switch on or off via script by doing

$gameSwitches.setValue(switchId, true/false);
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Hi, you can try changing the Height Multiplier in the code at line 617 to something larger. It should be set to 20 by default, but you can increase it as needed.

Also, I am not sure if you are listing each plugin out individually, but to credit Casper Gaming you only need one credit no matter how many of my plugins you use. Maybe this can help you save on some space.

Well there are already self switches built into RPG Maker, each event has 4 self switches you can change via event command.

Hi, could you explain better what you mean?

Hi, you will need to post the full error message here, or take a screenshot of it. You can get the full error message by pressing F8 or F12 in game, and switching to the console tab in the window that pops up.

Hi, I am not sure what my plugins work with as I only test with my own CGMZ plugins.

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Hi, yes you will put a comment on your event, such as this:

CGMZ EVENTNAME \c[1]Town Greeter\c[0]

You can also make it float up/down by adding to the comment:

CGMZ EVENTNAME \c[1]Town Greeter\c[0]
Float: 5 60

Sorry, I realized there's not much documentation so I have updated the plugin to include this.

Hi, no worries, did you have any questions or is it working for you now? The more specific your question is, the easier it is for me to help you.

Ok, I am glad you got it working 😁

Ok, I have uploaded the .js file as well, try to redownload and see if you can use that instead of the .zip file.

I can upload the .js file by itself outside of the .zip file if you would want to try downloading that? Did you buy the plugin on itch.io or patreon?

Could you try to redownload the zip file? Maybe something happened during the download.

Hi, could you follow these troubleshooting steps from microsoft for why a zip file may not let you extract it on your pc: https://answers.microsoft.com/en-us/windows/forum/all/access-to-compressed-folde...

No problem, I can look to add custom lines of info/custom headers into the main category options as well. It would not be in the upcoming update as that one has already been voted on by Patrons, but perhaps in the one after that. Thanks for the idea 😁

Ok I see. There is no way to do what you want using custom info/headers as you would in custom entries. However, I think you could do this if you wanted all of your custom information to appear next to each other, as you could enter a new line into the Note and then use text codes to mimic the labels of other pieces of information. For example you could put this for the notetag (if your label color was 1):

<cgmzdesc:This enemy is frequently encountered in the Plains.
\c[1]Level:\c[0] 20>

And then it would appear as if you had a custom level parameter being displayed, even though really it's just continued from the note.

Hi, I am not entirely sure what you are asking, custom info / headers is only supported for custom entries, and only when they are not displaying main-entry information. You can display bestiary entries in a custom category though if that is what you mean.

Hi, I am not sure why it would say that, the zip file is not password protected or anything like that. Do you have a picture of the error message?

Thank you 😁

Yes, it will be a % chance that is entered similar to the Success Rate parameter which determines if a recipe creates the fail items or the success items.

It is odd as I cannot reproduce the issue in my test project. Are you sure you don't have a dispel herb in your inventory? Do you have any errors or warnings in the dev tool console if you press F8? Do you have any non-CGMZ plugins, and could you try temporarily turning them off to rule out a conflict if so?

Could you show your plugin parameter with all the conditions? All I see from the image is there is no switch condition. 

Hi, thanks for the suggestion, I do have on my to-do list the option to have a separate "high quality" outcome for crafts that will have a percent chance to occur each craft. 

Hi, without being able to see your parameters, it is hard to know what you have set up that might be going wrong.

First thing to check is to make sure the player has access to swimming. You can either start a new game with the "Swim Access" parameter under "Initial Settings" set to true, or you can use the plugin command "Change Swim Access" and set it to "true".

Some less common issues you may be running into:

If you have set the "swim key" to a capital letter, you will need to hit shift+that letter.

If you have a Swim Enter or Exit region set, the player will only be able to enter/exit swimming while standing ON those regions.

Check that the boat can pass the tiles you are trying to swim on. Swimming gives the player boat passability, and the plugin will check if the boat can move on the tile you are trying to swim on. Depending on how your tileset is set up, your water tiles may not be boat passable.

Hi, you would put
<cgmzcc>id:yourIdHere</cgmzcc>Choice Text
Where the "yourIdHere" would be replaced by the id you assigned to your complex conditional in the plugin parameters.

The issue sees to be that both your command "Ancient Cave Challenge" and "New Game +" have the same command symbol "newgameplus". You cannot have the same command symbol for multiple commands. When I change "Ancient Cave Challenge" command symbol to "newgameplus2" the New Game + option begins working as expected.

Usually this setup error would not close the game window itself, but since both of the commands with the same symbol have "this.popScene()" in their JS Command, it is trying to pop the scene twice - first the Menu Scene and then the Map Scene. This closes the game because there is no scene on the stack below the Map Scene so when the Map Scene is "popped" it exits the game.

Odd, that does not happen in my test project with the same JS command. Could you reproduce the issue in a blank project with only CGMZ Core and CGMZ Menu Command Window and zip it up and send that to me so I can see what might be going wrong?

Hi, could you open up the dev tools console and show the full error trace once the crash happens?

Try the following script call

$cgmz.initializeQuestData(true);
$cgmzTemp.initializeQuestAutoTracking();

Hi, just replying again to let you know that you can now disable/enable idle by a plugin command.

Thanks 😁 right now the plugin is still in early alpha, but I hope it will provide a way to customize the menu in just about every way eventually.

It is only images, png.

I can add the option to accept the quest from the quest log

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Hi, currently it does not matter what is happening on screen, the plugin only checks if the player hasn't moved the mouse, touched the screen, pressed the mouse buttons, pressed a key, pressed a controller button, moved the controller joystick, etc. for however long you set up in the plugin parameters, and then triggers the idle state.

I could add a plugin command to enable/disable the idle state from being entered in a future update, for things like cutscenes, thanks for the idea.

Are you using the Call Accept Scene plugin command to let the player decide whether to accept or decline the quest? It does have a "Decision Switch" parameter that will turn a switch On/Off depending on what the player chooses. It is a global switch, but you should be able to re-use it for all of your quest givers.

Could you try putting this image as your Splash Animation parameter, and then using the settings Animation Frame Width = 48, Animation Frame Height = 48, Animation Speed = 10, Animation Time = 30? Maybe having a working example you can modify would be easier, so you can see how it works and edit it as needed for your own game.

Also, were you able to get the other issues you were having solved? If you already deleted the parseSoundEffectJSON lines from the code, you will probably need to revert those changes or just redownload the plugin after updating my CGMZ Core to get sound effects working again.

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I see, if you already have [CGMZ] Core, then you need to update it if you are getting that error. The parseSoundEffectJSON function comes from my core as multiple plugins of mine have sound effect parameters and I got tired of re-writing the same code over and over again to parse it out into a usable object for the actual code, so I put it in the core. The current version is 1.14.1 but that function was added in 1.12.0 of my core. If you delete the sound effect setup then no sound effect will be able to play.

The splash animation works via spritesheet animation. What does your Splash Animation, animation frame width/height/speed/time parameters look like?

For swimming animation, you will need to create a swim sprite sheet for each actor, and then if that actor is the lead party member it will change their character walking sprite sheet to the swimming sprite sheet while they are swimming and change it back when they stop swimming.

Hi, you need to install [CGMZ] Core and/or make sure it is placed above all other [CGMZ] plugins. All of my plugins have this requirement.

Hi, I am not entirely sure what you mean with declined quests not being able to be accepted via the menu. Can you let me know which scene you are talking about? There are 3 scenes, the quest log (view quests you have discovered/started/completed/failed), the quest board (accept multiple quests at once), and the quest accept scene (accept/decline a single quest).

I can add switch tracking to objectives which will complete the objective when the switch is on or off, this was pushed off for a later release because in most cases, when turning the switch ON you should also be able to complete the objective via plugin command in the same place you would turn the switch ON.

Hi, no worries, the x/y of the title command window can be set through the database, on the System 1 Tab, click the Command Window (X+0, Y+0) option in the top center to change the x/y coordinate of the command window.

Hi, your comment is a bit long and I am not quite clear what is still a problem for you or not.

Professions as a gather requirement and exp awarded are both working for me in my test project. Both of these require [CGMZ] Professions if you are not already using that plugin. If you are using that plugin, make sure the profession is a party-wide profession and that the Profession's Name matches exactly the gathering node's Profession parameter is, including capitalization.