[go: up one dir, main page]

Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

MythAtelier

480
Posts
11
Topics
1,054
Followers
85
Following
A member registered Jul 27, 2017 · View creator page →

Creator of

Recent community posts

Sure, we can work on including that in a future update. Thanks for the feedback :)

We've received your email and are working on it! Give us a bit more time.

Just the plugin. Nothing the patch does will alter the project files in any way. The patch also is non-destructive so if it doesn't work you can just turn it off in the Plugin Manager.

Make a backup just in case :P

If you are willing to test some stuff out with us, we can send a patch over to you that extends that functionality to the Selection Window. Send an email to support@myth-atelier.com if you are interested :)

All good! Ok, we believe the issue might be tied to the NWjs version. Please try updating to at least v0.24.0 or higher as that's usually what comes with MV nowadays. Would also recommend updating your RPG Maker version to 1.6.3 if possible.

If neither of those updates work, then send your copy of the demo project over to support@myth-atelier.com and one of us will replicate the error in a sandbox using the version info you've given us and then follow up with you on steps for how to get things working on your end :)

(2 edits)

That's not the error. We have to use @target MZ for the engine to pick up the Plugin Commands for MZ. Every one of our plugins targets MZ even if it can work in MV. It's standard practice when supporting plugins across both engines.

The screenshot taken from the Demo Project MV above was downloaded from the store so it should have the exact same configuration as yours. Its plugin also targets MZ and the functions work as intended.

Please answer the questions we asked earlier so we can troubleshoot your issue.

Hmm ... interesting. Here's what's happening on our end so there might be a local difference.


Couple possible sources of the issue:

- Are you running TBM along with any other plugins?

- What version of nwjs are you working with?

As for the NPCs, that behavior is not determined by Notetags, it is determined by their Movement Route. If they are moving independently  from your movement that means you have turned off TBM via script call or plugin command.

Check the plugin parameters to see if Stamina system has been set to true. We had the Stamina system set to true by default for earlier builds however users thought that the two systems had to be activated together. We want to showcase that the addition of the Stamina system to Turn Based Movement is optional.

We can definitely make a support plugin for Cards "clashing" down the line. First we need Enemy Decks and Cards working which is a major feature slated for the CGC v1.8.0 update. So come back to us in a few months and we should have these features available for you to work with. 

In the meantime, it is possible to "fake" clashing with Enemy Cards. Check out the Fishing Minigame in the Demo Project and look at how those Skills are setup. You can build on top of that to replicate some of the behavior in Library of Ruina.

We would at least need enough to replicate your issue. Usually zipping the project and sending it is the best way to preserve your environment. If you feel we can replicate the issue with just your Custom Menu plugin itself, you can send that instead. Whoever tackles your support ticket will follow up with you on the email chain.

Well, without access to your custom menu plugin, it might be a little bit hard for us to make a compatibility patch for it to allow for the behavior you are requesting. Please send a copy of your RM project to our support email (support@myth-atelier.com) so that we can see what the issue is and respond with the necessary fixes.

Thanks,

MythAtelier Team

Sure! We'll include this compatibility in a future patch :)

Thanks for sending those through! We should be able to get back to you in a day or so with the necessary fixes :)

CGC plugins are fully compatible with YEP so this is more likely a plugin ordering issue if anything. We have tested our plugins with YEP suite for years at this point so there shouldn't be any major issues with them.  Once again, please send in your project to the support email (support@myth-atelier.com) so we can assist as it seems that due to some setup issues you are working in an environment that is creating more errors. We are not able to reproduce your errors on our end otherwise and it makes troubleshooting them more difficult.

You'll need to edit the Deck Editor plugin to skip the Category Types window for now. Let us know the exact behavior you are going for and we can provide a patch plugin for Deck Editor that allows that behavior. Once we have confirmed it works for you, we can roll it out for general use in the next update.

Hey SGHarlekin,

Sorry to hear you are running into so much trouble. We tried to respond to your previous thread as there were syntax errors in the Notetags you posted, however, the thread was removed before we had a chance to respond. Please send a copy of your RM project over to our support email (support@myth-atelier.com). We can follow up with you once we have a chance to look under the hood and figure out what's going on.

Thanks,

MythAtelier Team

Hello nonbiri,

If you are running into overlap issues, you'll want to increase the distance between the Cards in the Hand. This can be done by increasing the Min Spacing Width parameter in the Hand Zone parameter in Core Engine. If that is still not enough, then also consider increasing the Max Hand Width to give the entire Card Hand enough room for the overlap to not occur.

Note: Clicking on the Highlight overlayed on top of a Card is clicking past the collision box of the Card as it is larger than the size of the Card Base. You can change the dimensions of the Highlight sprite to hug a little closer to the Card to prevent this issue from happening.

Hope that helps,

MythAtelier Team

If you updated to v1.0.5 from v1.0.4, make sure to check if the Stats to Display parameter has been properly populated. Because we have to add/change some of the variables in that struct, it may set a few of those to undefined when you update so you'll need to go in and refresh those to make sure they have the right value.

If after refreshing the values and running the game the stats do not appear, go ahead and post some screencaps of your Stats to Display parameters in this thread so we can try to replicate the issue. Or you can send a copy of your project to support@myth-atelier.com and we can follow up from there.

That's a known RPG Maker level issue. Never use "Exclude Unused Files" when using external plugins especially those that need to link to assets in other directories. Manually cull assets before you make an export so you can make sure RM doesn't accidentally mess it up for you.

Hello DeeJay,

Yeah, that should be possible. Here's how you might approach it with our system:

1) Create a Skill with the User as a target and Card Action Notetags that enable the redraw capability. Something like:

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

2) Create an Extra Button in the Core Engine parameters and assign the Skill from Step 1. And that Extra Button to the UI Order parameter list so that it appears in the Battle UI.

3) In Battles, players can select this new Button and pick cards in their Hand that you would like to redraw. You can determine using the Button parameters the availability of this feature (such as making it available only once per turn or only when the Actor is under a State etc.). 

If you wanted to do something a bit more visceral/better gamefeel like the player simply dragging the card to the deck to get a reshuffle, that would need to be achieved with an extension plugin but it is definitely in scope to achieve.

Hope that helps,

MythAtelier Team

You can remove those Buttons from the UI Order parameter in the Core Engine parameters so that players don't have access to them when making selections. Once that is done you can move those elements off-screen using the coordinates in the Item and Run Button struct parameters.

(1 edit)

Yes, what you purchased was the Core Plugin Suite which consists of all of those plugins. Each of the plugins has a set of features that can be modularly added to Core Engine based on the needs of your game. The Core Plugin Suite is expanded every time we make a major update so you can get access to new features.

If you have purchased CGC on any of our platforms (Itch.io, Patreon, Steam), you have the license to use all of those plugins for both non-commercial and commercial projects. You may even modify the plugins to best suit your needs and create plugins extending their functionality.

Party UI Type B and Type C are at the proposal stage and have not yet been developed. Party UI Type C will most likely be added to the Core Plugin Suite around the time of CGC v1.8.0 when the Enemy Cards & Decks feature will be implemented.

Let us know if you have any further questions.

(1 edit)

MYTH_CGC_PartyUI_TypeA plugin is part of the main plugin suite so it should be included in the js/plugins file of any CGC Demo Project or in the Plugin Suite zip folder.

It's not us who are holding back the update. It's GGG. We have handed off the project files for v1.6.5 a few months ago, they are still doing checks for its release on Steam. We should be near the end of the process by now so it should happen sometime next month.

Enemies can't play cards currently so you would need to do the resolution of showing their card and cancelling the player card out is inside the Card Actions Notetag of a player Card. The best way to achieve this is through a series of Eval Card Actions.

Are you trying to play those two opposing cards simultaneously? If so, no that is not currently supported by the plugin. You can theoretically have the player play their card and then show the enemy's card without playing it using the Show Card plugin command and then resolve them manually through Eval Card Actions.

Thanks for reporting it int! This is a known issue. Will be fixed in the next major update.

So, most of these would be the properties for Game_Actors. You can view them via the Console or by reviewing the code in rpg_objects.js. We think this resource might be useful as it documents those fairly well: https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7...

Hey terrapingames, in the Card Passives notetag of the Card please include:

Require user.hp < 25

This will make it such that the card is only playable when the user has less than 25 HP.

Let us know once you implement this on your end if it does the job.

Thanks,

MythAtelier Team

That's a pretty good feature idea. We can probably include that in the next update.

Thanks for the clarification. We can add this to the list of features to include with the next plugin update. Let us know if it works in the manner you are suggesting once that update is out.

Could you explain what would the reapplication behavior entail exactly? Currently once the buildup is complete, you have the State until it elapses or is removed and then you can try to apply it again. Would you like buildup to continue past the fill point even while you have the State applied to a target? Or some other kind of behavior?

Hey hungrykitten, 

Looks like there is a copy error in your plugins which is preventing them from running your game (Unexpected token u in JSON). This usually happens if there is an additional token or character in the plugin itself that disrupts the execution of the code. As one of these errors is with Core Engine and all other plugins in the suite are dependent on it, the entire thing is not compiling and spitting out these errors. We recommend sending a copy of your RPG Maker project to our email (myth.atelier@gmail.com) and we can sort it out for you as this type of error is a little annoying to troubleshoot over forum posts. For the subject line of the email, just mention that it is you (hungrykitten) and we can follow up with you there.

Thanks,

MythAtelier Team

It shouldn't interfere with anything they are doing but if you do run into a compatibility issue unfortunately we can't patch it as VisuStella obfuscates their code. If it ends up being incompatible on your end, please feel free to refund the plugin :)

Hey shoppingcart, we are unable to replicate the error on our end. Could you share your Plugin Manager list and a screenshot/video of when this happens in battle?

Hey shoppingcartforb,

You can achieve this using the Action Pack 2 plugin (currently available via our Patreon) which lets you include the Random modifier to Card Actions.

To make "Discard a random card from you hand, draw 1 card" with Action Pack 2, you might do something like this:

<Card Actions>
Discard Random 1
Draw 1
</Card Actions>

If you don't wish to use Action Pack 2, then something like this would work as well:

<Card Actions>
Eval var skWin = SceneManager._scene._skillWindow; skWin.discardCard(Math.floor(Math.random() * (BattleManager.actor().handSize) + skWin._itemsBeforeCards))
Draw 1
</Card Actions>

Hope that helps. Let us know if you need assistance with anything else.

Thanks,

MythAtelier Team

Hey swoon spoon,

This doesn't seem to match the current behavior of the CGC plugins even if you set the Party and Actor Command parameter skips to false. Are you using any other plugins that may be altering how turns are taken? If so, could you share a screenshot of your Plugin Manager list so we can replicate your setup and see if we can find out what's causing this behavior.

Thanks,

MythAtelier Team

As stated earlier, Party UI Type C will be released alongside the CGC update that includes the Enemy Cards and Zones features. There are still two major version updates that need to happen to CGC before that particular update can be made. We can update this thread once we have a better idea of when it will be released.

Mobile is a little finicky but other users have got it working before. May require some other plugins that help with touch inputs.