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Toby Yasha

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A member registered Mar 25, 2020 · View creator page →

Creator of

Recent community posts

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!

Hey,

I had some time yesterday and updated the Invincibility Mod to handle Enabling/Disabling on-map Traps.

Consider giving it a try and let me know if it works as intended.

Cheers!

Nice!

Very beautiful UI(Especially how it is used in the examples).
I'll be keeping my eye on this one.

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:




If you are using a macOs older than 10.15, the game will not work on it.

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?

After looking at your screenshots, the only thing that stood out to me was the TY_ModLoader.js
There is a missing "]" after 'TY_FnHFreeSaves'.

Check the screenshot below to see what i'm talking about:


Did this help with your problem?

(1 edit)

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).

Hey, if you are willing to, we can try solving this via discord:
tobyyasha

Do you have compatibility issues with other nexus mods because the files get overwritten?

I will see what i can do. The mod you posted doesn't seem to modify a lot of files.

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.

Hey, just wanted to let you know that the mod is available now!

Hey, just wanted to let you know the mod has been fixed(hopefully). Do let me know if you face further issues with it.

(1 edit)

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.

I will see when i can free some time for this.

Thanks for the suggestion.

Hey, thanks for trying out the invincibility mod. I'm glad it suits your needs.

I will look into fixing the floor hazards in Ma'habre, later today.

Technically the "Ruin" effect shouldn't have any effect on gameplay, but i can add that in too, just in case.

Hey, do you still have issues with the mods?

I don't think decrypting the game has anything to do with this.

My last solution to this problem would be for me to send you my version of the mod files and see if that makes a difference.

You can contact me via discord:

username: tobyyasha

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.

Amazing video!

I left a reply on the video as @blackgeckomyth

Thanks for playing the game!

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.

Oye, gracias por mostrar interés en uno de los mod. Tienes mi permiso para hacer un vídeo sobre ello. Estoy seguro de que la comunidad apreciará tu tutorial.

¿Por "niebla" en el interior de los edificios se refiere quizás al "efecto oscuridad"? De lo contrario, no estoy seguro de haber visto niebla real dentro de los edificios. ¿Tiene una captura de pantalla que muestre el problema?

Si te refieres al efecto de oscuridad, entonces puedes probar esta nueva versión experimental.

Ten en cuenta que puede eliminar algunos de los elementos de iluminación del juego.

Sólo tienes que actualizar tu archivo antiguo con este, asegúrate de que el nombre sea correcto.

https://pastebin.com/YfLH96LP

Could you send me a version of your translated game over discord so i could take a better look at the problem?(You can upload the files via Google Drive)

Discord: tobyyasha

Como mencioné en mi comentario, lo agregas en la carpeta "mods" que acabas de crear. Y la carpeta "mods" se crea en la carpeta "www".

¿Has leído atentamente mi primer comentario? Allí te expliqué todo lo que debes saber.

Pero lo más importante es que deberías consultar mi segundo comentario de tu publicación, que incluye algunas imágenes que podrían ayudarte.

Si ha descargado el archivo "TY_ModLoader.js", puede abrirlo en la aplicación "Bloc de notas"(notepad) para ver las instrucciones.

Pero para facilitar las cosas también explicaré el proceso aquí.

El primer paso es abrir el archivo "index.html" con la aplicación "notepad".

Y agregue la siguiente línea de código:

<script type="text/javascript" src="mods/TY_ModLoader.js"></script>

Esa línea de código debe agregarse debajo de esta línea de código que encontrará dentro del archivo "index.html".

<script type="text/javascript" src="js/main.js"></script>

(No te preocupes, agregaré imágenes en otro comentario para ayudarte a comprender mejor el proceso.)

El segundo paso es crear una carpeta llamada "mods".Esta nueva carpeta se creará dentro de la carpeta "www".

El tercer paso es agregar el archivo "TY_ModLoader.js" en la carpeta "mods" recién creada.


El cuarto paso consiste en agregar modificaciones al juego.

Abra el archivo "TY_ModLoader.js" en la aplicación "Bloc de notas"(notepad).

Dentro del archivo encontrará una sección vacía similar a esta

 TY.MOD_LIST = [];

esta línea de código debe estar debajo de esta otra línea de código:

TY.MOD_FILEPATH = 'mods/';

Dentro de los corchetes de esta línea de código puedes agregar el nombre de las modificaciones que deseas instalar.

TY.MOD_LIST = [];

Entonces aquí agregas el nombre del archivo mod entre comillas y sin la extensión ".js" así:

TY.MOD_LIST = [
"TY_FnHInvincible",
];

Thanks for the support!

Did you modify the database terms in any way? particularly the following elements:

- Item

- Skill

- Equip

- Options

- Game End

Right, i forgot one detail. the "TY_RemoveLuck_YEP_EquipCore" plugin also modifies the method i just gave you.

In order for the fix to work you to have to paste the code you added inside "YEP_EquipCore"  to "TY_RemoveLuck_YEP_EquipCore" instead.

Make sure to erase the existing "Window_StatCompare.prototype.refresh" method that you find inside the plugin.

So in your screenshot i noticed you have 7 stats, but the "Detailed Equipment Stats" mod should show only 5 and the 2 indicators at the bottom. 

Does that mean you want your translation mod to be useable even without other modded content like the "Detailed Equipment Stats" mod?

If not then you may have not properly added the mod to the game. If after the mod works something similar to what you posted in your screenshot happens then check the code i pasted below and edit TY_DetailedEquip.js - It should be around line 178.

If yes then you should check out the code below and modify the YEP_EquipCore.js - It should be around line 821.

In any case i posted some code here that you can check out:

https://pastebin.com/UQs0qM0F

Let me know if you need further assistance.

Hey, sorry for the delayed response. I was a bit busy today.

First of all, i'll look into fixing this tomorrow, but i'll need some feedback from you potentially in order to see if the fix really does work for you.

Second of all, you are totally allowed to include the "Detailed Equipment Stats" mod(or any mod i made) in your project. 

Thanks for letting me know!

Hey, it's A_Abel from reddit.

I played the game a little to see how it was but i feel kinda stuck.

The concept seems interesting and i like the randomized maps, but how are you supposed to progress? that's the confusing part to me about this game.

After the intro fight you start the game with 1 health and from then on fighting any battle is pretty much impossible.

Most barrels and chests don't have anything in them, i'm not sure if this is just me being unlucky or this is how the game works, but this feels a little annoying as you can open up a bunch of stuff only to be met with nothing.

I guess the only exception to that rule were the claws, but again, with 1 health i can't really do much in terms of combat so i just kept dying.

I did like that after a couple of deaths some new npcs appeared that could've been useful but i didn't progress far enough to interact with them(the only option was to sacrifice the claws for 25 essence, but that's about it).

I feel like the statues could maybe be made a bit more obvious that they are interactable? either some sparkles or the game encouraging you to spend your essence on some stats after you gained enough essence(kinda like a tutorial).

I also noticed that if i dodge the traps i take no damage despite the game telling me i took 30 or maybe it's just that you can't take damage if you are stuck at 1 health. The burning effect did apply however.

The traps could maybe be made a bit more obvious before you step on them as to not be completely unpredictable. Take this suggestion with a grain of salt as i don't understand how this mechanic is supposed to work.

One other thing that makes the game difficult is the enemies being as fast as the player, it doesn't help that the maps are small so it can be a tad bit difficult to dodge them.

There was this attempt i did after managing to escape from an enemy only for my path to be blocked by a pile of rocks that i couldn't even interact with.

 Now for the combat, right off the bat the couple skills i've seen seem pretty basic, some damage, some healing and some defense buff. 

Technically speaking the only thing that bothered me here is that the heavy blow and the sword skill felt pretty similar in what they do, with heavy blow being weaker than the sword skill and even the basic attack(that applies a DoT effect compared to the 2 skills i mentioned).

What i'm trying to say is that it will be cooler if skills had more interactions with one another(one skill bleeds the enemy, another one does something if enemy has bleed debuff or has been debuffed with bleeding 3 times, etc).

And the last thing is that animation seem to take a while to play and that kinda slows down the combat pace.

Despite me having complained about a lot of stuff, the game could be interesting if things get more polished as you keep working on it.

Good luck with your project!

I'm glad you figured it out.

I can only imagine there can be issues if you try using both the mod loaders together(probably because they are loading the same stuff twice?)

But generally speaking if you are using Mattie's mod loader you shouldn't need my mod loader since it doesn't do anything fancy , at least for now.

And no need to feel embarrassed, i'm honestly impressed you manage to fix this on your even if it took you some time, because i'm not sure i would have thought of your solution, given that i don't test my mods with other mods(but if you ever face problems using my mods together with other mods let me know).

There are plans for a mod like this to be made.

However I can't say when that will be available since i'm busy working on other stuff at the moment.

Thank you for the suggestion.