Quests plugin was just updated to 1.1a... No bug fixes mentioned. But might be.
edit:
Not for my issue...
Vlue's Plugin's (Crafting,Quests,Inventory,Time,Steal)
● ARCHIVED · READ-ONLY
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mind showing your a screen of your plugin manager and a screen of the log when the error accures and ill see if i can help ya out
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I appreciate your willingness to help. I detailed the issue a few days ago on this topic. It hasn't changed.mind showing your a screen of your plugin manager and a screen of the log when the error accures and ill see if i can help ya out
I've had to completely disable the plugin in order to continue adding content. I make regular use of the Test feature. -
can you show your Quests.txt pleaseI appreciate your willingness to help. I detailed the issue a few days ago on this topic. It hasn't changed.
I've had to completely disable the plugin in order to continue adding content. I make regular use of the Test feature. -
The quest text is the example given in the plugin. I have not changed it. I hadn't actually gotten to the point of using the plugin other than making sure quests can be added, etc..., through common events. I had left the quest accept 1 plugin command in my setup event, because it wasn't causing an issue. That is, until I went back to content creation...can you show your Quests.txt please
For all intents and purposes the plugin is AS IS, and turned ON. I have not done anything else to it other than setup the parameters with custom categories and to set quest log to ZERO.
Having said that, the plugin functions fine when used as intended. (So far) The problem only ever occurs after a quest is accepted and you do anything that runs the game without fully loading the plugin. If I had to guess, it's related to the quest tracking feature. But its just a wild guess. I can't imagine anything else that would access the quest info other than the quest menu and that's not being used at all at the moment the error occurs. -
All the plugins are awesome :) i hope the advance game time will be compatible with yanfly plugins soon :D
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ill take a look at the plugin then compare it to mine and that should allow me to find the issue, because mine works fineThe quest text is the example given in the plugin. I have not changed it. I hadn't actually gotten to the point of using the plugin other than making sure quests can be added, etc..., through common events. I had left the quest accept 1 plugin command in my setup event, because it wasn't causing an issue. That is, until I went back to content creation...
For all intents and purposes the plugin is AS IS, and turned ON. I have not done anything else to it other than setup the parameters with custom categories and to set quest log to ZERO.
Having said that, the plugin functions fine when used as intended. (So far) The problem only ever occurs after a quest is accepted and you do anything that runs the game without fully loading the plugin. If I had to guess, it's related to the quest tracking feature. But its just a wild guess. I can't imagine anything else that would access the quest info other than the quest menu and that's not being used at all at the moment the error occurs.
before i do that did you make sure to always use new game, if you load old game from before you added the plugin it will give errors -
I have no saved games for that reason. So many plugins and database items are in flux regularly... Saved games, right now, would only break stuff. ;)
I use the debug menu for any situations where I need flags set for testing.
I appreciate your attention. I am curious why Vlue is MIA all of a sudden. It would save you the trouble, and provide those of us with issues a bit more certainty.
Lucky for me the quest log is not a central feature of my build. So I can disable it with minimal sacrifice until he has time to verify it. -
vlue is around, i acctuly talk to him when i edit his plugins, just he is really busy
do you by any chance use yanfly's jp if so i can upload what i have and you can let me know if it works for you -
Yes. I am using all of Yanfly's plugins. JP is a central feature for my class structure.vlue is around, i acctuly talk to him when i edit his plugins, just he is really busy
do you by any chance use yanfly's jp if so i can upload what i have and you can let me know if it works for you -
that saves alot of time :)
questsystem.zip
added features can now add
jp:(amount) to the quest and when quest is completed it gives that amount, and some bug fixes -
Thanks for that. Unfortunately yours errors as well.that saves alot of time :)
questsystem.zip
added features can now add
jp:(amount) to the quest and when quest is completed it gives that amount, and some bug fixes
Before anyone assumes that this is evidence that the problem must be something I've caused, I have gone ahead and made a demo.
You can get it here. (Public OneDrive folder, file name: DEMO - Vlue Quest Issue.zip)
- Once you've copied over the folders to a clean project, simply start the game and check the quest log in game. (Verify the quest has been added)
- Close the game and then edit the empty event next to the players start location. Right click the text command and TEST it.
It should error as shown in my original report. :unsure: -
ill fix it up for ya
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can you put the exact way you got the error, because i can not get any errors
EDIT: never mind, so the reason that the game is erroring, is because it is never setting up the events, its a little wierd that way, but if you want to test something like that, turn off the quest system first
EDIT: ill see if i can fix it
EDIT: questsystem.zip there you go
EDIT: warning do not test any events that use anything that has to do with quests, will error and no way around it
the reason you are getting the errors/error is because when you test things, the game doesnt load all the extra things, ie it skips loading the map and everything, that is why you get errors when testing events but not when playtesting the game -
Thanks. That stops the error.
All I ever test like that are text commands to make sure that they show up correctly after formatting. I make pretty heavy use of escape commands and yanflys message core.
I really appreciate the attention. If I was as familiar with Javascript as I've gotten with Ruby I'd have likely provided my own fix and linked it here as well. ;) -
no worries, and glad that helped
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It might be a bug, but how do I deactivate the line of sight? If I insert the event it always just reacts when I'm in the line of sight.
I used a conditional branch with script:
Proximity.inprox_d(1, 3, false)
the move towards player
else
Proximity.inprox_d(1, 3, false)
move route command with wait for the npc
It doesn't matter what I insert at the Line of Sight command the npc only follows me, if I'm in the line of sight. -
may i ask what plugin your using?
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I use Proximity Events from Vlue.
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oh, cant help you with that one unfortunantly i do not use that one, but if noone helps ya ill take a lookI use Proximity Events from Vlue.