Bobstah's Enhanced Equipment, Item, Items Command, Skill, and Skill Type Restrictions 1.5.3

● ARCHIVED · READ-ONLY
Started by Bobstah 85 posts Page 3 of 5 View original ↗
  1. Pharonix said:
    Holy crap, this is so much better than the one I've been working on ... I'm a bit jealous
    Keep at it, you never know when someone wants something more focused than my omnibus of a plugin. :)

    If you need/want any help with yours, feel free to reach out to me and I'll assist however I can. :)
  2. This addon looks really great; I'm just running into one issue when I use it. Whenever I try to go to the Equip window, I get the error "Cannot read property 'canEquipEnhanced' of null". This is in a completely new project. I saw what you said earlier about MV loading plugin variables even when they are turned off, so I removed all other plugins from the folder and still got the error. Here's the console info:

    bug.png

    Thanks again for making this, I hope this was helpful.
    EDIT: I should mention that this is with no notetags used at all. I just turned the plugin on.
  3. When you put this script in a blank project with Yanfly's Equip Core, it seems to allow you to unequip all 'Non Removable Types' in the plugin parameters (although the Clear option in the equip menu still respects the settings).
  4. Aluvien said:
    This addon looks really great; I'm just running into one issue when I use it. Whenever I try to go to the Equip window, I get the error "Cannot read property 'canEquipEnhanced' of null". This is in a completely new project. I saw what you said earlier about MV loading plugin variables even when they are turned off, so I removed all other plugins from the folder and still got the error. Here's the console info:

    Thanks again for making this, I hope this was helpful.

    EDIT: I should mention that this is with no notetags used at all. I just turned the plugin on.
    Thank you for the detailed information I will look into this and release a fix as soon as I have it ready. No later than Monday. :)

    snorlord said:
    When you put this script in a blank project with Yanfly's Equip Core, it seems to allow you to unequip all 'Non Removable Types' in the plugin parameters (although the Clear option in the equip menu still respects the settings).
    Thank you for the bug report! I'll release a fix for this as well.
  5. Thank you so much! I couldn't answer earlier, but it did help me a lot  :)

    Keep up the AMAZING job you are doing with your awesome plugins BD
  6. Version 1.4.2 is now available! Fixed a crash bug that could occur when opening the equipment window. Download

    @Aluvien: I believe I've fixed this bug. Sorry for the delay, Fallout 4 happened. :(

    @snorlord: This update may have corrected your issue. If it didn't, can you take a picture of your plugin load order and send it to me so I can replicate it and test? Thanks! :)
  7. You can put the object visible but obviously not be equipped when there is a restriction instead of making it invisible?
  8. AlexanderWii said:
    You can put the object visible but obviously not be equipped when there is a restriction instead of making it invisible?
    Are you asking if I can make restricted items not show up if you cannot equip them?
  9. Just wanted to let you know that the "can use multiple restrictions but actor only needs to meet one" thing isn't working.  Or at least, I'm not understanding how you meant it to be implemented.

    <Restrict>

    !Actor= 1

    </Restrict>

    <Restrict>

    Actor= 1

    Switch(21)= On

    </Restrict>

    When I do this, it should make so that anyone but actor 1 can use the item.  However, once switch 21 is on, Actor 1 can also use the item.  

    But in practice, what happens is that only the second set of restrictions will work.  So, currently, no one can use the item at all unless the switch is pulled.  Then only Actor 1 can use it.

    If I reverse the restriction order, anyone can use the item except actor 1 whether the switch is pulled or not.
  10. Seleroan said:
    Just wanted to let you know that the "can use multiple restrictions but actor only needs to meet one" thing isn't working.  Or at least, I'm not understanding how you meant it to be implemented.

    <Restrict>

    !Actor= 1

    </Restrict>

    <Restrict>

    Actor= 1

    Switch(21)= On

    </Restrict>

    When I do this, it should make so that anyone but actor 1 can use the item.  However, once switch 21 is on, Actor 1 can also use the item.  

    But in practice, what happens is that only the second set of restrictions will work.  So, currently, no one can use the item at all unless the switch is pulled.  Then only Actor 1 can use it.

    If I reverse the restriction order, anyone can use the item except actor 1 whether the switch is pulled or not.
    Thank you for the bug report. I'll take a look at this and (hopefully) find the problem and correct. :)
  11. Version 1.5 is now available! Added the ability to restrict the items battle command. Download

    This was a simple update released by request.

    @Seleroan: I will have your bug fixed in a day or two. I am very sorry for the delay.
  12. what's the news?

    the change log still 1.4.2...

    :3

    Edit:

    Ah sorry, i didn't see the last post for the change logs..

    D:
  13. @Radis3D: Thanks for pointing that out. I updated the original post's changelog. :)
  14. Bobstah said:
    @Radis3D: Thanks for pointing that out. I updated the original post's changelog. :)
    you are welcome... :3

    i really2 didn't know if you write it on your last post... :3
  15. Version 1.5.1 is now available! Corrected a restriction logic issue and base RPGMV functionality. Download 

    Seleroan said:
    Just wanted to let you know that the "can use multiple restrictions but actor only needs to meet one" thing isn't working.  Or at least, I'm not understanding how you meant it to be implemented.

    <Restrict>

    !Actor= 1

    </Restrict>

    <Restrict>

    Actor= 1

    Switch(21)= On

    </Restrict>

    When I do this, it should make so that anyone but actor 1 can use the item.  However, once switch 21 is on, Actor 1 can also use the item.  

    But in practice, what happens is that only the second set of restrictions will work.  So, currently, no one can use the item at all unless the switch is pulled.  Then only Actor 1 can use it.

    If I reverse the restriction order, anyone can use the item except actor 1 whether the switch is pulled or not.
    I tested this and figured out the problem, which was two-fold.

    Firstly, there was a logic issue with the way I was testing restrictions. I corrected this, but unfortunately it didn't solve the problem.

    Secondly, RPGMV only tests if the entire party can use the item. If one party member can use it, it assumes everyone can use it. I changed that functionality to also check to see if the current actor could use the item. It now works as expected. :)

    (Also, make sure you are using a colon ( :) instead of equals (=) in your notetags. I assumed you typed that out freehand, but I just want to make sure. :) )
  16. It is possible to place a class of items (eg shields ) and it will add the restriction to all shields , or I have to put each of the shells individually?
  17. Sprist said:
    It is possible to place a class of items (eg shields ) and it will add the restriction to all shields , or I have to put each of the shells individually?
    Expanding the global restrictions is something I am definitely doing in future updates, and I was having a PM conversation with someone where I thought this would be perfect. :p
  18. Is there any way to make a skill avaliable only if the enemy is under a certain state?

    For example: My hero own a skill called "Dark Strike" that can only be used if the target is under the "Cursed" state?

    So, in order to use "Dark Strike", I need to aply the "Cursed" state to the enemy before.

    Sorry, bad english! Hope you understand.

    I really like your plugin! Thank you.
  19. @kodysun17: No. I can look at this, but I'm not sure off the top of my head if it even checks to see if an enemy is a valid target. I think it defines scopes and that's it. I might be able to do something with this, though. :)
  20. I have a problem : I'm trying to do a skill that can only be used when equipped with shield , however, when i place the note : 

     

    < Restrict > 

    Armor: 1 

    </ Restrict > 

     

    to restrict the ability, it blocks even with the shield equiped ( I checked and Shield ID is correct ) . I would like to understand if I'm doing something wrong or if it some kind of bug.