If I had to guess, it may be either "TY_FnHFreeSkills" or "TY_FnHInvincible".
Still, I'm not sure I've heard of this issue before, could you provide more information as to what's exactly happening?
Toby Yasha
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What Fear and Hunger game are you specifically trying to mod?
Also, be careful about one thing,
In your screenshot there is an error on this line:
'TY_FnHInvincible"
The error being that you are using both single quotation(') and double quotation("),
you should use only one or the other, otherwise you'll get an error.
Let me know if you need further help, so that we can resolve this issue.
I randomly decided to give the game a chance while scrolling for some RPG Maker games out of curiosity.
I didn't really know what to expect for certain, but after playing for like an hour, I will say: This is both silly and fun.
And by silly I mean both in terms of visuals and gameplay, like, they are both so random that it makes you question what's even going on.
The gameplay is pretty fresh, at least for me. I liked that there was some progress gained over time(equipment, skills) and some combos of sorts?
(Also forgot, music was pretty cool too).
That said, if there are some things that I wish were improved upon:
- While in combat, it feels a bit difficult to tell who's currently performing an action(I mean after you select a skill to use).
It doesn't help that the battle log goes by pretty fast.
- This might just be me, but I would really love it if turns were inputted individually instead of at once.
Actor gets a turn -> acts -> then next ally or enemy gets a turn -> and so on...
(Could also be a solution to the previous point, technically)
(Of course, this is just a suggestion).
- I kind wish of my 3 other buddies could use more equipments in general
(Mostly so that I don't solely focus on my own character all the time).
On my first attempt, I didn't make all that far(especially since I wasn't sure if the "Demo Disc" let me escape from battle or not(I died using it), that's on me).
On my second attempt, I made it all the way to fight no. 13, before I kind of got stuck from my lack of MP.
(I couldn't use my healing skill, nor could i go for the Spade skill which dealt lots of damage).
Overall this was a fun and unique experience!
Good job!
The error in this case is happening because you are using some mods that aren't designed to work for Fear and Hunger 1.
Some mods may only work in either FnH 1 or FnH 2. While others may work on both(You can check this on the itch.io page by looking for the "Mod Scope" tag).
For instance, 2 Inventory Columns(or TY_YEP_ItemCore.js) has the following Mod Scope: F&H 2.
To help you out, here are the mods you need to remove from your list:
- TY_YEP_ItemCore (Exclusive to FnH 2)
- TY_FnHWaitForDialogue (This mod is currently unstable and produces lag)
- TY_FnHUnlockCharacterSkills (Currently not available for FnH 1, but in a future update it will be)
- TY_FnHInfiniteStamina (Exclusive to FnH 2. There is no stamina system in FnH 1).
- TY_FnHHexenMenu (Currently not available for FnH 1, but in a future update it will be)
- TY_DetailedEquip (Exclusive to FnH 2)
Hey, thanks for reaching out about this issue.
You are right, the issue has been left unchecked for a while now.
I think it's finally time I go ahead and look into fixing this.
Hmm, I did notice you mentioned the Character Selection Screen.
So that means this can happen regardless of playing via the New Game option or from an older Save File.
As for the video, thank you, that will be appreciated!
Hey, sorry for the issue.
Could you offer more details in order to resolve this issue?
Which Fear and Hunger game are you playing?
What were you doing in-game when the issue happened?
What do you mean by "my character will almost immediately feel dizzy and die"?
I didn't understand this part in particular.
Is "dizzy" a status effect, a specific event interaction?
And if you can add any more details that would be greatly appreciated.
Thank you!
I see,
Thanks for reporting this issue.
There is some high potential that the issue might just be with the TY_FnHWaitForDialogue.js as the other two mods in your case don't really interact with TY_FnHWaitForDialogue.js in any way.
Just lately i was thinking of updating the mod to be more lightweight and also compatible with Termina.
But in this case performance seems to be the issue.
Could i ask you or any users of your mod to potentially identify where the FPS drops happen?
Is it in general or in special cases like the Yellow Mage trying to remove your limbs?
This would help a lot in building a more stable version for the mod.
Thank you!
Sure, lets see.
(You should make a backup of the original file first).
You can remove the sections that mention these:
// BODY, // MIND, // NO SKILL COST
and if you play Termina, you can also remove the following sections:
// FREE REVs and // NO REV COST
you can then change "addState" to this:
(but don't remove this from above it const Game_Battler_AddState = Game_Battler.prototype.addState;)
Game_Battler.prototype.addState = function(stateId) {
if (this.isActor() && isStateImmune(stateId)) return;
Game_Battler_AddState.call(this, stateId);
};
and then you can remove the "DEAD" section from "const stateImmunities".
(As in the entire line with "DEAD" on it).
// STATE IDs const stateImmunities = [ 1, // DEAD
(optionally you can also remove BLEEDING, POISON, TOXIC, FRACTURE, CONFUSED, PARASITES, PARALYZED, BRAIN FLOWER, TENTACLES).
Then if you want special attacks back for real, then you to remove everything that is inside "const fnh1CoinSwitches" or "const fnh2CoinSwitches".
Then you will remove everything in "const fnh1Switches" up till 3554, // CAVED IN
Then you can remove what is inside "const fnh1Events" or "const fnh2Events" if you want the on-map traps back.
And i think this should be all?
I don't guarantee that this may work right off the bat(assuming you did everything correctly).
But if you bump into any issues let me know.
Ok, i made you a little visual tutorial.
1. open www folder.
2. create a folder named "mods".
3. open index.html via notepad.
4. add the line i mention at the bottom and save the file.
<script type="text/javascript" src="mods/TY_ModLoader.js"></script>
5. add your mods to the "mods" folder you just created.
6. open the TY_ModLoader.js file in notepad
7. add the filenames of your mods inside the "TY.MOD_LIST" section shown in the screenshot.
P.S You can review similar instructions inside the TY_ModLoader.js file, at the top.
Screenshots:




No, you shouldn't need to modify anything else, i believe.
Just make sure you saved the changes via "Ctrl + S" and then you can start the game.
You'll know if the mods are working if you will find 99 books of enlightenment in your inventory(after moving from a map to another).
You can also test if you are taking any damage in battle.
However, if neither of the above tests worked, can you show me how you modified the TY_ModLoader.js?
No need to apologize,
let's see, usually the culprits tend to be the following files:
- index.html
- TY_ModLoader.js
Can you post a screenshot of each of the mentioned files?
Although a screenshot of your "mods" folder would also help.
(in case the mods are named wrong or you are trying to use a mod that isn't supported for the F&H game you are trying to play).
When you say you are having problems with the "arm protection part", what do you mean exactly?
What is going on wrong and can you specify what exactly you are doing(like, what enemy you are fighting. You can also provide screenshots for this issue)
But just in case, does the Invincibility mod work when you use it in game?(You shouldn't take any sort of damage when being attacked by an enemy).
And by the "Infinite Stamina" mod not working you mean that your stamina is still being drained?
Everything looks ok in your screenshots.
The only thing that stands out to me is the fact that you haven't saved your recents changes to the:
- index.html
- TY_ModLoader.js
You can try doing that and see if it makes a difference when you start up the game next time.
Hmm, if you say that the mods don't work even in the normal unmodded game, then there is definitely something wrong with your setup.
Just to be sure, can you show me the following:
- index.html
- mods folder(also, is it called "mods" or "Mods"? that might be worth checking out)
- TY_ModLoader, specifically the "TY.MOD_LIST" section.
I understand the confusion, but those are the real values from the game itself.
It's just that the torso requires dealing only a certain amount of damage to it, which is not always the full hp of the torso. This varies heavily from enemy to enemy.
You could call this a hidden mechanic since the game doesn't show nor tell you about it.
No worries and no, you didn't mess anything, i did.
I only just recently realized that the game build i was working on was more updated than the currently available build of the game.
I will work on fixing this today. Thank you for reminding me about it,
i've been a bit busy lately and almost forgot about this.
Hey.
1. In this case you gain the MP when damaged by a skill.
2. They can both exist.
3. Hmm, you can technically adjust the following values if you want to change things mid-game.
Toby_Yasha.Param.Charge_MPFormula_Actor
Toby_Yasha.Param.TurnEnd_MPFormula_Actor
Toby_Yasha.Param.Initial_MPFormula_Actor
Toby_Yasha.Param.Charge_MPFormula_Enemy
Toby_Yasha.Param.TurnEnd_MPFormula_Enemy
Toby_Yasha.Param.Initial_MPFormula_Enemy
Example:
Increase MP gained by 10, upon being attacked.
Toby_Yasha.Param.Charge_MPFormula_Actor += 10;
Decrease MP gained by variable 5, on turn end.
Toby_Yasha.Param.TurnEnd_MPFormula_Actor -= $gameVariables.value(5);
Honestly, this is a pretty old plugin and in its current state it could mess with other plugins in unintended ways.
I need to push an update to get it up to speed if you don't mind.
So i tested your setup, but i haven't run into any issues.
- There seem to be no spelling mistakes in the "TY.MOD_LIST" section of the "TY_ModLoader.js" file
- You have correctly added the line to load the mods in the "index.html" file
Some questions to help troubleshoot this:
- Have you created the "mods" folder in "www" folder of the game?
- Is your "mods" folder actually named "mods" and not "Mods" or "MODS" or anything like that?
- Have you tried loading the game with only 1 mod at a time? Maybe a mod in particular is causing problems in your setup.
- And by "can't seem to get the mods to work" you mean you don't see any changes when opening the inventory, right?(In your case you should see 99 quills, 99 empty scrolls and 99 enlightenment books)
Let me know if you are still facing issues.
No, adding the mod loader to the js folder won't do anything in this case.
I don't know much joiplay, but can't you edit files in it or edit the files externally on your computer then export them to joiplay?
Because even if you didn't use my mod loader to load the mods you would still have to edit some files to add the mods in.
For instance you could modify the "plugins.js" to add the data of the mods in the rpg maker format.
{"name":"TY_FnHFreeSkills","status":true,"description":"","parameters":{}},
{"name":"TY_FnHHexenMenu","status":true,"description":"","parameters":{}},
and then you could add the mods in the "js/plugins" folder.
It's up to you if you want to add the mods this way, but using my mod loader is pretty similar to the method above and maybe a tad bit easier since you only have to add the filenames only in order to load the mods.
Let me know if you got any other question.
You could try starting a new game, but i'm sure they should work on existing save files, especially the hexen menu(which you would see a soulstone in the menu command list).
But since you may be experiencing some issues i'll have to ask for some screenshots in order to troubleshoot the issue:
- index.html file (open in notepad or any similar program)
- TY_ModLoader.js (open in notepad or any similar program) (i need to see the TY.MOD_LIST)
- The mods that you have inside of your "mods" folder.























