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ReinhardOverpowered

22
Posts
A member registered Mar 22, 2023

Recent community posts

    // Call refresh on a newly joined $gameParty member

    const Game_Party_AddActor = Game_Party.prototype.addActor;

    Game_Party.prototype.addActor = function(actorId) {

        Game_Party_AddActor.call(this, actorId);

        this.refreshMembers();

    };

    // Reinhard Tristan Eugen Heydrich's Fix.

    const Game_Party_removeActor = Game_Party.prototype.removeActor;

    Game_Party.prototype.removeActor = function(actorId) {

        Game_Party_removeActor.call(this, actorId);

        this.refreshMembers();

        this.ensureVariables();

    };

(1 edit)

I FIXED TY_FnHFreeSkills.js BY MYSELF

Well, in your normal plugin, when you select the character the function of addActor call the function created by the plugin that verify and set the const LeaderID to the party ID. But there is a problem with it.

In character Select menu, when you select a character FIRST the character of your selection is added to your party, and AFTER that Levi (in game Party Start Character and actor 1) is removed from your party.


BUT, if we check this after the Levi being removed from our party, the const LeaderID will receive the Correct Actor. I think I'm going to be the new plugin developer of this page in this rhythm.

I tested your changes, these '...' fixed the problem.

(2 edits)

    if (allowInfiniteStamina) { // if "true" then don't run out of stamina

        // Reset stamina counter back to 0

        Game_Map.prototype.update = function (sceneActive) {

            Game_Map.prototype.update = function (sceneActive) {

                this.refreshIfNeeded();

                if (sceneActive) {

                    this.updateInterpreter();

                }

                this.updateScroll();

                this.updateEvents();

                this.updateVehicles();

                this.updateParallax();

                if (this._useUltraMode7) {

                    this.updateUltraMode7();

                }

                $gameVariables.setValue(2714, 0); //HERE

            };

        };

    }

I managed to fix the Hexen problem in the Infinite Stamina Plugin by myself.


The '$gameVariables.setValue(2714, 0);' need to be inside 'Game_Map.prototype.update'.

(1 edit)

Well, this bug always occurs when I have installed the Infinite Stamina, and in saves that I've started with Infinite Stamina Plugin.

I've used Enlightenment Book to save my game in Hexen of School. I used a cheat plugin to see the switches and variables, and I discover that the Switch Hexen_GFX doesn't is disabled when exit the Hexen.

In Hexen Map, the event EV001 responsible for enabling Hexen_GFX is the same that removes the player from Hexen. Is a Map Common Event that occurs parallel while the player is in the Hexen Map, checking if the Button [Cancel] is being pressed, and if is pressed, several plugins command to apparently remove layers 'LAYER REMOVE 31 1', then the event Erase some pictures, and after wait 15 frames, disable HEXEN_GFX, and enabling the Switch Coming_Back_From_Hexen and disabling again the Hexen_GFX.

See the prints that i got using RPG Maker Editor with the game files.

https://drive.google.com/drive/folders/1j9wiT-yTGwMUfA26TVJ6P2OJDZmeyUjm?usp=sha...

There a bug in Infinite Stamina mod when the player enter the Hexen.

https://drive.google.com/file/d/1ZawcyOqsj1WPnXbdBHZl_0XQBMVcb0e5/view?usp=shari...

You can just Uptade NW.JS

Man, i use his mod daily in termina, and i uptaded by myself the NW.JS of the game and decrypted the games files (And also i mod my own game too).

What you may be doing wrong is not modifying system.js so that the game understands that the game is not encrypted,

(3 edits)

Thanks Bro. I was modifying your code to use it personally for infinite stamina, but now I don't need to anymore.


My Brain: If (Stamina) > 0 return stress;

(2 edits)

Well, the variables Learns_{skill} have the ActorId of the character who learned that Skill.

The Common Event 505 Spice_SkillSET if the variables forge_{skill} have 1, 2, or 3. 1 for First Attack, 2 for Double Attack, 3 for Greater Attack, then the Common Event Gives the Actor stored in the Learns_{skill} the upgraded ability.

An possible cause of the problem is that the game have a true starting character, that is Levi. Once you press 'New Game' in the menu, inside the codes of the game you already have Levi as Party's Leader, and since the LeaderID of your plugin is a constant, the Plugins always consider Levi as the Leader.

I'm having an error trying to send prints, so I will send the prints though my Google Drive.

https://drive.google.com/drive/folders/1d-CFeWBoH1sInYSu-REvpcPrxzdDC2ta?usp=sha...

Sorry for the music in the video, i like dark souls music.

Edit 2: I tested and now i have certain, the proplem is that the game have a initial party, and levi is in that initial party, so he end being considered the Party Leader. Watch the video in 'cause'

Free Skills plugin need a bug fix for Termina, Spice-Forge, always give skills to Levi (Actor 1).  I would send a print of the code of Termina in the Common Event of Spice-Forge, but I just can't. But if you want to look, it's the Common Event 505.

Also, a good idea is an  infinite stamina plugin for Termina.

(3 edits)

Fix Invencibility dying from Eye Of Rher In F&H Termina. These are alredy the right switches and variables to set always 0/false to fix the proplem.

Switches:

247 EYE_OF_RHER,


Variables: 

2197 EYE_OF_RHER_ACTIVE, 2198 EYE_OF_RHER, 2199 eye_of_rher_variable

Trait that give buffs from Salmonsnake Rune

(1 edit)

If you want to disable the Rher eye in Maso mode just make a parralel event that make verify if the option has been choosen and set the Rher eye value and switchs to off/0. You can just put it in a little part in "PARANOID" common event.

You can use a variable as switch. so.

If Variable 2854 "RHEREYE_DISABLEFIX"  0

(Set Variable 2197 "EYE_OF_RHER_ACTIVE"  0,

Set Switch 0247 "EYE_OF_RHER"  0,

Set Variable 2892 "RHER'S_QUEER_EYE"  -1,

)

Fixe issue Blood Sword and Longinus disappearing after a battle.

(1 edit)

Perhaps. I modified his plugins to do the functions I wanted instead of waiting for him to do them.

I made one that disables the Eye of Rher. And one that makes me have infinite stamina.

Both work fine. But, when i make a function for don't show the stamina bar/hud, i open the game, and all looks fine. But when i press Shift for start running. i get error "maximum call stack size exceeded".

Every character has own switches that make him have 1 arm or no arms.

And the method used by Toby Yasha in his invicibility plugins is make a script that disable the Switch that make the attack occour. and this script is running all time of gameplay.

the have a way for make the "Call Stack Size" bigger or optimizate the plugins.

since you already made an invincibility mod, why not an infinite stamina mod for Termina

can i use your mod and make another mod? i start make a mod but i don't erase your files.

(1 edit)

I haven't distributed my mod yet, but his name is Atziluth: Ascension. 

and what I'm planning is:

4 bosses battle. 1 secret boss and almost a meme battle. 2 new weapons, mechanics from termina, new mecanics, skills from termina, new skills, implement Rher and the possibility of using Rher's skills, item zoomed images from Termina and new images, skills that can only be used after beating the game in a certain ending.

I'm very confident that I can do that, because these are things that are already in the first game or in the ending.

and I finally found the animations problem. they are not generated by the common event "/////Battle GFX" but some events called "call_call_call"

Also, is there a problem with me using assets/.js from Reign of New Gods or yours mods in my mod?

a mod that makes the animations of the weapons that I put in my mod work.