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Bug Report Sticky

A topic by MythAtelier created Jun 07, 2022 Views: 5,185 Replies: 125
Viewing posts 27 to 50 of 50 · Previous page · First page
(+2)

Hey, first off I wanted to just offer a sincere and whole-hearted thank you to the developers, this plugin is absolutely amazing, I would never have in my wildest thought I'd be able to make a card game with RPG Maker and being able to do so feels amazing! I had some small questions and got swift and helpful response from the devs as well, which is so cool!

I recently made a jam game for pride month with the plugin (https://unity.itch.io/gemcard) and for the most part, things worked great. There were some bugs I encountered so I wanted to list them here.

  • The "End of Turn" label in Passives seems to activate twice. (For example, making the user take damage if they have a card in their hand at the end of turn means they will take that damage twice)
  • The lethal tag, to make the actor gain MP or whatever when killing an enemy seemed to work at first but very inconsistently. By the second battle with it, it was triggering the MP effect on non-lethal hits and then not working on lethal hits. I have no idea what's wrong with it.
  • When using a card or item to gain MP after you have none, usable cards won't be highlighted even tho you now have the energy to play them. I think making a tag available that would re-check if you had the MP that you could put in Card Actions would help, like recheck MP or something.
  • If you choose to turn off the party menu, if the player presses up while a card is highlighted, the game will lock up. This wasn't a huge deal as I could fix it just by re-enabling the party menu, but might be worth looking in to for people making one-party-member games

Thanks again, and all things considered, I'm very happy with my purchase here and will more than likely be making more projects with this plugin, it's just so much fun and has so much potential! Cheers, you all are amazing! :DDD

Developer(+1)

Hello again, congrats on the release of your new game! Gemcard looks fantastic and we are very much looking forward to playing it.

Thank you so much for reporting in these bugs. We have added them to our tracker and will ensure they are fixed by the time of the next Core Engine update. We really appreciate you taking the time to learn and use our plugin :D

So.. my game just wont seem to load with any of the main plugins installed. The sample project and demo projects dont even seem to load for me to even begin to work.  Whenever I start a game for a playtest, I just get a black screen and the game never loads. It dosent crash either, so I dont have any kind of crashlog to assist in this. Could this be a me issue? 


Developer

Hey Zombiethederg, thanks for reporting this in. Afraid this might be a you issue, but let's try to solve it!  Couple things might be happening:

- What version of RPG Maker MV / MZ are you using? Have you updated RPG Maker MV / MZ to the most recent version?

- What version of NW.js do have on your computer? Have you tried updating to a more recent version?

- Try turning off the plugins one by one (start from the bottom and go up) and try running your game. At what point does standard behavior resume?

Let us know any details you may have on these questions and we can continue troubleshooting. We want to make sure you have a running Demo Project on your end :)

Thanks,

MythAtelier Team

Sorry it took me almost 20 days to respond.. live got very busy.

- As far as I know, im on the most recent version of RPGMaker MZ. Im not prompted for any updates on steam,  however nor do I know where to look.

- ... im gonna sound stupid, but what is NW.js? Is that something I can download? If so, where can I do so? 

- I tried, as you said, turning each one off and trying to see which ones could make the game work. Some stuff happened.
-Turning off "Core Engine" couldnt even get the game to the title screen. I didnt get an error or anything, just a black screen when I loaded the game.
- Anytime I turned off one of the other plugins, nothing seemed to change. Just a black screen with no error message that im unable to close without using task manager. If I close the game this way, I also cannot reopen it. Im using the "Blank Template" as a testing grounds for this. 

hey there, sorry for butting in, but by NW.js, I think they mean this:

https://forums.rpgmakerweb.com/index.php?threads/how-to-update-nw-js-to-dramatic...

https://itch.io/blog/484532/how-to-update-nwjs-in-rpg-maker-mv-for-rpg-devs

Hope that helps!

Are there any resources for updating it for MZ? This guide seems to only cover MV and when I tried to follow the steps for the windows version, it ended up just not working 

(-1)

Sorry, can't help you there. Maybe just try un- and reinstalling RPG Maker MZ?

Hi MythAtelier! 👋

First of all, I want to say that I really enjoy using your plugin! 😊It's been very helpful in my project. However, I encountered an issue I wanted to report. In both the demo file and the empty template for RPG Maker MZ, I occasionally get the following error message after a fight:

"Failed to load img/system/CardHighlight.png."

It seems like the file CardHighlight.png is missing, and the code might be referencing an incorrect path. In the "highlights" folder, I found CardHighlightSheet.png, but not CardHighlight.png.🤔

I tried to recreate the issue in RPG Maker MV, and in the demo game, I got the error during a fight (not afterwards). I noticed you mentioned updating the highlight spritesheet, so I assume it's related to that. 🙈 However, I’m not updating from a previous version—I purchased and downloaded the latest version directly.

I also tried replacing the script and image files with those from the Plugin Suite, but the error still occurred. It’s possible I made a mistake there, haha

Just thought I’d let you know. Please let me know if there's a fix for this or if there's something I can do on my end. Thanks again for your awesome work! 🌟

Best regards,
IDOLL Dev

Developer(+1)

Hey IDOLL Dev,

Thanks for reporting this in! Other users have also reported it and this one is on us. Card Action Pack 1 is not using the new Highlight system so that will be fixed in a patch coming up later this week. To get things running on your end, please follow these steps:

1. Download this image of the Highlight.png and place it in the img/system folder of your project directory.

2. Open up the project, go to the Plugin Manager and open the parameters page for Card Action Pack 1 and select this highlight image.


3. Run the project, go into a battle and check your Deck. That will always make use of this Card Highlight image. If the crash does not happen, then it should be fixed.

Let us know what is happening on your end after you have implemented these changes. We are happy to troubleshoot with you until the issue is resolved.

Thanks,

MythAtelier Team

Yes, thank you for your swift and thorough reply! :) 

Just tried it out and it works like a charm ^^

(1 edit) (+1)

Hi. I didn't know that there was place like this for bug report...

There are 2 problems(or bugs) I found.

1. When I put the words "Select X Type typeName from zoneName" on notetag, if the typename is not english, it doesn't working(I'm a korenan user and I thought that the plug-in only could support the language English but it happens Only in the case of "Select card action". So I think it is a bug.)

2. Fusion does not work for "Added" card. For example, There is Card A(skill no.10) fusioned by three Card B(skill no.11) in hand. And There is Card C(skill no.12) that has a notetag "Add 11 to hand"(add Card B to hand) If card B were in the deck at the start of the game and i draw three of them, it is fusioned to Card A. But if I use 3 Card C, added 3 Card B does not be fusioned to Card A.

Thank you for your working!

Developer(+2)

Thanks for reporting these in! We'll look into both of them :)

(2 edits)

Hello, I just made my purchase, and I encountered this error. I’d like to mention that the same error screen also appears in the test version I downloaded along with it. My RPG Maker is the MV version, and I don’t know why this is happening or how to fix it. I hope it’s something simple. (Also, since the error occurs in the test version as well, it’s probably not due to incompatibility with other plugins

I was able to get the plugins working after some troubleshooting, but for some reason, enemies don't seem to attack. Even when I manually end a turn, it just loops back to my turn. On top of this, my cards don't return to my hand, as if they were permanently removed even though they shouldn't be. I turned off all of the plugins I had that affected battles in some way, and I even copied the plugins directly from the sample projects, but I still get the bug. Even when cross-referencing my project with the example projects, I can't find any inconsistencies that would result in this happening.

I would really like to get this working, as I enjoy card-based battle systems far more than the standard turn-based ones, so I wanted to see if I could incorporate this into my current game project.

Developer

Hey Legoguy 9875,

Sorry to hear you are having these issues. Could you please post screencaps of the following from your project:

- List of all plugins in the Plugin Manager

- Plugin Parameter page for CGC Core Engine

- End Turn Button Parameter in CGC Core Engine (click to expand the box and take a screencap of that)

- Console Log when you are running a Battle (press F8 while the game is running and take a screencap of the window)

Once you have to that to us we can start troubleshooting these issues.

Thanks,

MythAtelier Team

Here's the full plugin list. I turned off all of the plugins that I knew had some effect on how combat works (I even turned off YEP Core to see if maybe it was just a YEP compatibility issue, but that didn't seem to work either)

I assume this is what you meant by the plugin parameter page? I filled in all the necessary parameters as listed in your video guide, and the cards display as they should.

The End Turn parameter should also be correct based on the video guide. The button itself does function in-game, as it would give my character TP whenever I clicked it - something that normally occurs at the start/end of a turn.

And here's the console. I did check the js file to see if I could manually correct whatever this error is referring to, but I'm not fully familiar with js scripting, so I couldn't recognize any obvious errors (also, I did disable ShowCard prior to posting this to see if that was causing the problem, but it's still not functioning

If it helps, I'm using the versions of the plugins purchased via Steam, not the Itch.io page. Thank you for the quick response!

Developer (1 edit)

Thanks for sending these through! This should help us troubleshoot what's going on.

- Plugin Manager looks good. We should be compatible with all the YEP, SRD and Kadokawa plugins you have listed. Unfamiliar with PDX plugins but it doesn't look like they interact with anything related to Card Game Combat.

- Core Engine params look good. Would you be able to send through a screencap of the Database page for Skill 2? It might be missing the Will End Turn passive which is necessary to pass the player party's turn and allow enemies to act in Battle (otherwise it always stays as the Player's Turn).

- It looks like a number of Card Types have unassigned values. This is not related to the errors you have reported, but please share a screencap of your Card Types list in the Card Types plugin parameters.  If you copied the values over from the Demo Project to a fresh project, it is possible that many of them don't match which is why the console is giving a warning.

If you can provide the screencaps requested above, we can continue working towards figuring out what's going on with your project :)

Okay wow, so I'm dumb. I didn't realize that the End Turn button was calling upon a specific skill (in hindsight, I should've realized that when I saw that clicking the button would bring up the text "player guards"

After swapping the guard skill that was there by default with the Wait skill from the example project, it works now! Enemies attack as they should, and the cards return to my hand as well. Thanks so much - I never would've thought to check the skills had you not mentioned it lol.

I'll make another post if I find any other major issues, but for now those were my main hiccups. Once again, thanks for the quick response!

As for the Card Types thing, I haven't done any edits to the skills to have them fully work with the card system yet, and they're still acting on default values. I was mainly focusing on getting the system working before I started going into that. I should be able to get those fixed on my own, but thank you for pointing me in the right direction on how to go about fixing it!

Hello!

When I defeat an enemy with the effect of the "Enter hand: Skill" skill in the draw at the start of a battle and end the battle, I get an error.

"TypeError Cannot read property 'item' of undefined"

It may also be that I draw multiple cards that specify "Enter hand: Skill" and there is a skill card with "Enter hand: Skill" even though there is no enemy, which causes the error.

This is PRG Maker MZ. Version 1.8.1.

Memo field (the skill ID called the skill itself):

<Card Type: Magic>

<Card Passives>

Enter hand: Skill 159

</Card Passives>

<Card Price: 100>

<Max Copies: 100>

<Deck Cost: 1>


Developer

Hello mofmof,

Thanks for reporting in this error! This is may be from a known bug that has been resolved for Card Game Combat Version 1.6.3 which will be coming out sometime December Week 2 of this year. We'll check back in with you to see if that bug has been resolved once the update is out.

We did notice in the last image you posted that "Enter hand: Skill 99" is outside of the <Card Passives> notetag block. Make sure to keep Card Actions and Card Passives inside their Notetag blocks so that the plugin can properly process them.

Thanks,

MythAtelier Team

(+1)

Hi, I cannot use CGC with VisuStella plugin.

Will this problem be fixed soon?

I don't see anywhere mention the compatibility of CGC.

Developer(+1)

Hello,

 Their plugins are obsfuscated making it difficult to extend compatibility to them without access to the unencrypted/original code. When we request VisuStella team for assistance to extend to their suite, it was denied. Until such a time as their team feels like cooperating with us, CGC plugins will not be compatible with the VisuStella suite. We will continue to negotiate with them until a deal can be reached.

Apolgies for the inconvenience,

MythAtelier Team

Hello, playing/using the latest demo of CGC (1.6.2). Encountered an issue when new cards are purchased/won. After winning/purchasing a card, when you go to check your Collection, the game crashes with the following message:Any suggestions? Thanks in advance!

Developer

Hello Ikari Man,

Thanks for reporting this in! Turns out it is a bug with the script calls used in the Reward Common Event.

We have the solution outlined here: https://itch.io/post/10452898

Please implement the fix on your end and let us know if you are still running into this issue. If so, we will continue to troubleshoot  with you until it is resolved :)

Thanks,

MythAtelier Team

Hello again. Thank you for the quick response to my previous post. I have encountered another bug in the core game (v 1.6.2). If you go into the demo dungeon, level 1, before fighting or moving towards the first enemy and pick status (from move, retreat, or status options) and save, when you load the game and are once again given the same three options, if you pick 'move', the following error occurs. As before, thanks in advance for all of your help!

Developer

Hello IkariMan,

Thank you for reporting this in! We took a detailed look at the Roguelike Dungeon and along with the bug you reported found two others that were affecting the 

  • Variables 10 and 11 which contain the data for the Node Map and the Adjacency paths gets wiped if you load from a save because they are Javascript objects that were not serialized in a format that RPG Maker knows how to load. As a result when you load from a Save and attempt to move, there is no data in those variables to access resulting in a crash.
  • Randomization issue with the Nodes which carries over across runs in a given save file. Not only do the Nodes not properly change each run but all non-fixed Nodes on a Floor will eventually turn into Chests.
  • Max Mana bonuses do not clear when you retreat, die in or clear the Dungeon. As a result you can keep stacking the Solo Bonus to grant your party leader a much higher amount of Max Mana than what they should be starting out with.

These issues can all be fixed, but they will need significant edits to script call blocks within various Map and Common Events. If you would be willing to wait for the next update, these fixes will be implemented to the updated Demo Project. However, if you need these changes now and are willing to do them manually, please follow these steps:

1. In the Demo Project, open the Database to the Common Events tab and open  #13 FloorStart. You'll see pairs of script calls within if statements that are responsible for doing the generation of the Node Map and Adjacency Paths for each Floor (under the comments "//Creating the Map for Floor 1", "//Creating the Map for Floor 2" etc.).

In the first script call block of each set, add the following statement at the end:

$gameSystem._adjMap = JSON.stringify(Array.from(adjMap));

In the second script call block of each set, add the following statement at the end:

$gameSystem._nodeMap = JSON.stringify(Array.from(nodeMap));

The result should look like the images below. Please hit Apply to save these changes before moving to the next step.

2. In the same Common Event, scroll down to the script call block under the comment labelled "//Activating the Events on the Floor Map". Open this script call block, copy the contents of the block below and paste over the one in the Common Event:

$gameVariables.value(11).forEach((value, key) => {
  $gameSelfSwitches.setValue([this._mapId, key, 'A'], false);
  $gameSelfSwitches.setValue([this._mapId, key, 'B'], false);
  $gameSelfSwitches.setValue([this._mapId, key, 'C'], false);
  $gameSelfSwitches.setValue([this._mapId, key, 'D'], false);
  switch(value){
    case "Battle": case "Boss": $gameSelfSwitches.setValue([this._mapId, key, 'A'], true); break;
    case "Chest": $gameSelfSwitches.setValue([this._mapId, key, 'B'], true); break;
    case "Rest": $gameSelfSwitches.setValue([this._mapId, key, 'C'], true); break;
    case "Exit": $gameSelfSwitches.setValue([this._mapId, key, 'D'], true); break;
  }
});

The result should look like the image below. Please hit Apply to save these changes before moving to the next step.


3. Open the Common Event #19 Dungeon Cleanup and scroll down to the script call block under the Retreated message. Open it and add the following statement within curly braces of the forEach loop:

actor._paramPlus[1] = 0;

The result should look like the image below. Please hit Apply to save these changes before moving to the next step.

4. Close the Database and go onto the Map Dungeon > Floor 1. Look for the Floor1ControlEvent located at the top-left corner of the map. Select the Event and open the first script call block. Copy the contents of the block below and paste it above what already is in the script call block:

var mapAdj = new Map(JSON.parse($gameSystem._adjMap));
var mapNode = new Map(JSON.parse($gameSystem._nodeMap)); $gameVariables.setValue(10, mapAdj); $gameVariables.setValue(11, mapNode);

The result should look like the second image. Please hit Apply to save these changes.

Repeat this process for each of the Floor Maps of the Dungeon (Floor 2 and Floor 3 remain). All Floors have the same Control Event at the top-left corner.

5. Please run the game and enter the Rougelike Dungeon with any combination of characters. To confirm whether these changes have fixed the issue, after completing one Node, select Status and Save the game. Then close the game (either by choosing Game End or closing the window) and reopen it to load from the Save you just made. If you are able to continue progress in the Dungeon Floor, then it is working as intended. If not, please let us know and we can troubleshoot any issues you have run into with you.

We appreciate your patience in this matter and thank you for being giving us the steps to reproduce this bug. We'll sleep easier once the update is out knowing that users will not run into this issue.

Thanks,

MythAtelier Team

Not a problem, Next update it is. Thank you for the detailed response and how to resolve the issue. You guys are hitting it out of the park. Keep it up and happy new years!

Hi! I have and error with my RPG Maker MZ DLC, I don't know much but here is what I have:

Developer

Hey JedimasterCDug,

Appreciate you reporting this in! Could we have you take a screenshot of the console log when this happens? You can open the Console by pressing F8 while the game is running and click on the Console tab near the top. There should be some red text which will give us an idea of which part of the code this error is in. Once we have the console log, we should be able to troubleshoot further.

Thanks,

MythAtelier Team

Ok, is this what you are looking for?

Developer

Yes, that's exactly what we need to troubleshoot. Thank you for posting the screencap here.

It looks like many of your CGC plugins have the wrong file names. Please remove the "_copy" from their names and refresh the Plugin Manager.

Once you have completed this change, run the game and if you run into another error please post the console log again.

console logI have another one :(

Developer

Wait, are you trying to set this up manually from scratch? That's going to take a long time.

Where are the images we provide in the Demo Projects and Blank Templates? We already have those set up for you.

Thank you! I'll give that a try.

One problem, I did not get a blank template or a demo project for MZ, and MV will not load the playtest.

Developer

You receive a Blank Template and Demo Project with every valid purchase of CGC Engine across all platforms. The only way you would not have these is if you acquired the plugin suite through a platform we do not support in which case you would have broken our Terms of Use.

If you purchased this on Steam as RPG Maker MZ DLC, please do the following to locate your copy of the Blank Template and Demo Projects:

1. Right-Click on RPG Maker MZ in your Steam Library and select Manage > Browse Local Files from the menu.

2. Once the local directory is open in Explorer/Finder, click on the folder marked dlc, then click on the folder labelled Card Game Combat Deckbuilder Engine. You should see the following:

3.  Please open the CGC-162-DemoProject-MZ-en folder and run the game. We have a tutorial in place for how it all works and sample Cards and Common Events you can use for your own projects. You can also view the Video Tutorials to learn about each of the features in more detail.

4. Once you have familiarized yourself with the system and want to build your own project, we recommend making a copy of CGC-162-BlankTemplate-MZ and then relabelling it as your game name. This already has all the plugin parameters set up so it should be easy to build on top of.

Let us know if you run into any issues with following these steps. We would be happy to troubleshoot as we go.

Thanks,

MythAtelier Team

Here is what I mean: my folder has no MZ templates, only MV.

Developer

Did you purchase CGC DLC for MV or MZ? On Steam, the DLCs are separated by engine. It looks like you did so for RPG Maker MV on here. When you started this thread you claimed to have purchased the DLC for MZ and we have given you configuration steps on that basis. Please accurately report what your setup is otherwise we will not be able to assist you.

Please send an email to myth.atelier@gmail.com with the Steam store receipt of your purchase and we can provide an itch key for the MZ version which contains the Blank Templates in question. We can continue troubleshooting once you have that available.

(1 edit)

I'd like to buy and use these battle system in the MZ version, but I've heard that they are incompatible with plugins by visustella. Is there any way to fix it?

Developer(+1)

Sure, ask VisuStella to deobfuscate their plugins and then we can extend compatibility with them.

Hullo! I have a bug for the MZ Demo Project, but I can't access the console log. When I beat the floor 1 boss, the game crashes.

Developer

The fix for this is pretty extensive. It's detailed out here: https://itch.io/post/11665036

Just don't load a save in the roguelike dungeon and you should be fine. This has been fixed for the next update (v1.6.3).

Hello Myth! I found a bug, when I use “Select 1 Type Attack from hand, Transform Selected into 13”, I find that that attack card just changes appearance to skill 13, but it's still the same attack card when played from hand

Also I found out that the selected card cannot be added to the discard zone and deck after being converted, a TypeError occurs

Cannot read property 'id' of undefined

I really love your plugin, I've been supporting it for over two years now. Please help me! Thank you very much!

Developer

Sure, we can look into the issues with both of these. Could you please provide screenshots of the following?

- Plugin Manager List for your Project

- Skill Page + Notetags of the Skills that cause the Crash

- Console Log when the crash happens (press F8 when the crash happens and click on the Console tab in the top bar)

Once you have made these available we can troubleshoot further.

Thanks,

MythAtelier Team

If card has action"Move 3 from deck Top to discard"and discard a card which have passive effect "Enter discard". It will happen error:

TypeError

Cannot read property 'item' of undefined


Card one action:

<Card Actions>

If user.isStateAffected(13)

Eval user.removeState(13)

If user.isStateAffected(38)

Eval $gameVariables.setValue(1, $gameVariables.value(1) + 1)

Move 3 from deck Top to discard

Eval user._firstFlag = true

Eval user._lastType = "Skill";

</Card Actions>


Card two action:

<Card Passives>

Enter discard: Skill 88

</Card Passives>

Hello, I have an error feedback: When using a card with the

<Card Actions>
Select 1 from deck
Move selected to hand
Clear selected
</Card Actions>
effect and selecting a card with the
<Card Actions>
Discard Until 3
</Card Actions>
effect, the operation
Select 1 from deck
Move selected to hand
is performed again. After selecting a card in this operation, an error occurs.

Developer

Hello 17horns,

You might be running into a case sensitivity issue with the Zone Names. 

Please try this format for the Card Action:

<Card Actions>
Select 1 from Deck
Move Selected to Hand
Clear Selected
</Card Actions>

Let us know if the crash persists after the Notetag is changed.

Thanks,

MythAtelier Team

After confirmation, the error is triggered the same way when case sensitivity is applied, and there are also new additions.

Card1:

<Card Actions>

Select 1 from deck

Move selected to hand

Clear selected

</Card Actions>

Card2:

<Card Actions>

Discard Until 3

</Card Actions>

<Card Passives>

Remove this

Enter hand: Skill 273

</Card Passives>

After plugin exclusion, it was found that the error is related to YEP_BattleEngineCore.

Seems to be a few bugs i've noticed when trying the demo using the summons: 

Random crash during creature fights due to the following: TypeError Cannot read property'_summonScope' of null.

The enemy ai creatures attack, but damage nothing? This seems to trigger randomly during figths where everything is working and then suddenly enemy creatures simply break. This may be after a taunt minion is killed?

The "Players turn" image and "Enemy turn" image seem to display out of order randomly.

The above was with no editing, simply the fresh project with the addon plugins.

After taking out the "Ignore Action Patterns for Player" to allow the players monsters to act on their own, they act after the  "Enemy Turn" image shows up, making it a confusing battle experience.

Developer

Thanks for reporting these in. We’ll make sure to address these by the next major update which should hopefully be out later this month.

The Taunt bug is likely due to the update to Card Summons v1.0.4 which was needed to make it compatible with Card Game Combat v1.6.4 but ended up changing how forced actions resolve which causes this issue. Reverting to the previous version of Card Summons (v1.0.3) should fix the issue. Please send an email to myth.atelier@gmail.com and we can provide it for you.

Thanks for the quick response, hopefully a quick fix can be applied to the main download if the major update isn't released this month, as its currently impossible  to get past any fights without the game crashing. The price tag of $50 is quite high for the plugin to feature this level of bugs. 

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