Non-Combat Menu

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Started by mjshi 126 posts Page 2 of 7 View original ↗
  1. Getting a new error when opening the save menu, or inventory from a new game

    Code:
    TypeError: Cannot set property 'opacity' of undefined
        at Scene_Load.Scene_MenuBase.setBackgroundOpacity (rpg_scenes.js:728)
        at Scene_Load.createBackground (NonCombatMenu.js:331)
  2. It was fine when I playtested it, I swear D:


    Rolled back to a previous version. Current status: determining where it went wrong xD


    edit @Valrix The bug has been squashed, it is now fixed xD


    I forgot to link all the scenes back to Menu_Base's createBackground, but since I was testing the last version for compatibility with Yanfly ItemCore, apparently that bug slipped past me... *note to self: test future updates on blank project, even if it's a compatibility fix*
  3. @mjshi Thanks for the quick fix! Now I seem to have all menu options show up in the item screen (Consumables, Key Items, Armor, Weapons) even when I disable one or more.
  4. @Valrix I don't seem to have this error. Could you list steps to reproduce this on a blank project?
  5. @mjshi I figured out that I still was using ItemCore's Scene_Item still which was causing a conflict. Works as intended once I changed it
  6. Yanfly ItemCore must be placed above the Non-Combat Menu to work, since the NCMenu has to detect that ItemCore is being used to give control to it.
  7. @mjshi When ItemCore comes before it doesn't seem to work. I even made a new project with only the following plugins: MVCommons, Yanfly Core Engine, Yanfly Item Core, NonCombatMenu; but all 4 options show up again :/ I've attached a couple screenshots to show you.


    The only plugin options I changed was making CoreEngine show console, removing the gold icon, and not using ItemCore's updated Scene_Item. NonCombatMenu was kept at default settings.

    NonCombatMenu.png

    Plugins.png
  8. I'll check it out, but I don't think a compatibility patch will be out until Thursday at the earliest.


    edit: @Valrix actually, I can sort of tell what the problem is. It's because the noncombat menu defers to Yanfly's item core (basically it doesn't create the customizations with item/key item/weapon/armor/gold window/description placement), when Yanfly's plugin exists and is enabled, regardless of if the items screen being used is Yanfly's or the vanilla engine's. You can easily fix this behavior by finding the part that says "if (!Imported.YEP"...etc and change that to "if (true) {" so that the noncombat menu overrides whatever item screen there is.
  9. @mjshi Ah, I found it. Thank you, that's done the trick.
  10. How can I enter a plugin command in the menu?






    I would like to create a voice in the menu that activate a plugin command called "quest call".
  11. Percival said:
    How can I enter a plugin command in the menu?






    I would like to create a voice in the menu that activate a plugin command called "quest call".

    After noticing my plugin extension doesn't support commands with spaces, I've updated it and improved how it handles them. I've also changed the command structure from "other_PluginCommand" to be "cmd_PluginCommand" (PluginCommand being whatever command you want to call). Now you should be able to have a menu item like "Quests: cmd_quest call" and have no problems :)

    View attachment NonCombatMenu_PluginCMD.js
  12. Valrix said:
    After noticing my plugin extension doesn't support commands with spaces, I've updated it and improved how it handles them. I've also changed the command structure from "other_PluginCommand" to be "cmd_PluginCommand" (PluginCommand being whatever command you want to call). Now you should be able to have a menu item like "Quests: cmd_quest call" and have no problems :)


    View attachment 36761

    After i open the menu appears "TypeError Cannot read property 'replace' of undefined, say the problem is in the line of "cmd_".


    In my game i have this plugins (same order in the game):
    - "questsystem" by Vlue


    - "YEP_CoreEngine" by Yanfly


    - "Noncombatmenu" by mjshi


    - "Noncombatmenu_PluginCMD"


    Where is the problem? I try to deactivate one for one the plugins and maybe there is a conflict between Noncombatmenu and questsystem. The problem persist even i deactivate questsystem, maybe i wrong to write in the plugin line. I made a screenshot.

    rtger.png
  13. Aah, I'll get to this when I get home xD


    Valrix, if you want to do this, I would recommend something that interprets a certain character/symbol as a space or something.


    edit @Percival What you did there pretty much just wiped the quest call from the face of the earth. Basically, you caused "cmd_quest call" to become " ". I'm working on a fix at the moment. 


    edit 2 @Percival I just tested his plugin on a blank project, and it works perfectly fine. Have you tried reordering the plugins so that it's at the top? Otherwise, you can try sending me your project and I'll see what's wrong.
  14. @Percival Aha, I found the problem. Go to your js\plugins then rename "Menù No Combat.js" to "NonCombatMenu.js". Plugin parameters won't work if you don't keep the original filenames. So basically since you renamed NonCombatMenu.js to Menù No Combat.js, the game couldn't find the file named "NonCombatMenu.js" and wasn't able to read the customizations.


    If you want fresh copies, see attached files:


    View attachment NonCombatMenu.js


    View attachment NonCombatMenu_PluginCMD.js
  15. mjshi said:
    @Percival Aha, I found the problem.

    LOOOOL! I'm an idiot XD thanks for the time mjshi.
  16. @mjshi Found another problem, if i enter in the quest menù and after i go out from that menu, the game autoclose.
  17. Oh, do you mean the exit button? That does exit the game. Press X to exit the menu.


    edit: if that's not the problem just send me the project again. When I tested it everything worked fine.
  18. mjshi said:
    Oh, do you mean the exit button? That does exit the game. Press X to exit the menu.


    edit: if that's not the problem just send me the project again. When I tested it everything worked fine.

    Here's the link (i remove "sounds" and "img" folder, because it's too weight, it's a blank project but the problem still). Even if i press X the game autoclose. Thanks.


    http://www.mediafire.com/download/fzepbiqib5mvk7n/Project1.zip
  19. The project you sent me is unplayable since you removed images essential to playtesting. Could you send me the project that you're specifically having trouble with? I could try to work on a solution with the one you sent, but it may not be specific to your situation.