Vlue's Plugin's (Crafting,Quests,Inventory,Time,Steal)

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Started by Screech1989 283 posts Page 8 of 15 View original ↗
  1. How to use quest script do i put the script in an event from an npc or what cause idk ? plz help
  2. VHStapes said:
    Anyone else using the Quest system and having similar issues with spacing of the text between sections?

    Clipboard01.jpg


    Shiroi Akuma said:
    @VhStapes since the plugins doesn't get updated here, you should try to use the Quest System version 1.1a from here:

    http://daimonioustails.weebly.com/quest-system-mv.html

    Maybe that will help. 

    I am not using any odd font alterations either and I am having issues with quests getting misaligned. v1.1a

    Especially with long descriptions and multiple objectives. There is no scrolling of the quest description. So Once you get more than 3 or 4 objectives visible things break.

    The more I use it, the less I want to use it at this point... Its a great plugin with loads of potential. However, doing anything but the simplest things, breaks it.
  3. i will wait for vlue to come back and ill bring these thing up to him
  4. By the way... The issue I mentioned several days ago, started happening again. I can't imagine whats changed, besides the fact that I've added several more quests to the log.

    Testing any event command without starting the game causes:

    Code:
    TypeError: Cannot read property '1' of undefined    at Quest.accepted (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/QuestSystem.js:352:66)    at Game_Quests.anyQuests (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/QuestSystem.js:291:13)    at Window_QuestLog.update (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/QuestSystem.js:779:31)
  5. Roguedeus said:
    I am not using any odd font alterations either and I am having issues with quests getting misaligned. v1.1a

    Especially with long descriptions and multiple objectives. There is no scrolling of the quest description. So Once you get more than 3 or 4 objectives visible things break.

    The more I use it, the less I want to use it at this point... Its a great plugin with loads of potential. However, doing anything but the simplest things, breaks it.
    Good to know I'm not the only one.

    Whoever asked if I was doing anything to the font, etc, see my previous post. I have other scripts loaded but have tested this with everything disabled but the quest script.

    I'll try the update but I am doubting it will help if Roguedeus is still having issues. Since I'm basically just using the Quest Log as something to remind the players what they were doing if they take a break from the game, it is not that too important, this one just looked so cool!
  6. Crafting System

    sometime it don't play SE when select type to craft

    Untitled.jpg
  7. Started using Vlue's Icon Inventory, I like the layout of his Item and Equip scenes. But I've run into a few issues:
     

    1. The info font is too small.
    2. The item info panel doesn't list extra traits/parameters like elements, Hit or Evade, etc. http://i.imgur.com/2SelAGK.png
    3. There is a conflict with YEP Equip Core that leads to this error: http://i.imgur.com/dLQ3Si8.png
    (I actually prefer Vlue's layout over YEP, but it'd be nice to keep some of YEP's other features like double accessory slots)

    Here is my current plugin order

    Spoiler
    IGREcoA.png

    YEP_EquipCore1.06 is currently the only conflict.

    (You can disable the scene change in YEP_ItemCore1.12)
  8. Kest said:
    Started using Vlue's Icon Inventory, I like the layout of his Item and Equip scenes. But I've run into a few issues:

    1. The info font is too small.
    2. The item info panel doesn't list extra traits/parameters like elements, Hit or Evade, etc. http://i.imgur.com/2SelAGK.png
    3. There is a conflict with YEP Equip Core that leads to this error: http://i.imgur.com/dLQ3Si8.png
    (I actually prefer Vlue's layout over YEP, but it'd be nice to keep some of his other features like double accessory slots)

    Here is my current plugin order

    Spoiler
    IGREcoA.png

    YEP_EquipCore1.06 is currently the only conflict.

    (You can disable the scene change in YEP_ItemCore1.12)
    ill let vlue know when he gets back
  9. is there any chance item rarity is gonna be added? if its not on any to do list can u add it?

    Please and Thank you in advance...love it so far keep it up!
  10. MuteDay said:
    ill let vlue know when he gets back
    After some fiddling, I fixed the font being too small and also the item padding. But now I have too much space!   :distrust:

      

    Dunno why the default MV menu is this ridiculously sparse to begin with. Who the hell needs an entire screen just for items? Why did they make the equipment panel so wide and the stat panel so small? None of this makes any sense!

    Maybe I should stretch the icons to double the actual size or something. Is that difficult?  :stare:

    Changes I made

    Code:
    	Window_ItemList.prototype.itemHeight = function() {return 34;} // 48	Window_ItemList.prototype.itemWidth = function() {return 34;} // 48	Window_ItemList.prototype.spacing = function() { return 2; } // 4	rect.x += 1; // 2	rect.y += 1; // wasnt here	this.drawIcon(item.iconIndex, rect.x, rect.y ); // rect.x+5, rect.y+6	// this.makeFontSmaller();	// this.makeFontBigger();
  11. Quest Plugin is v1.2

    I really like the addition of auto objective updates for acquiring items and slaying monsters. It helps a lot for those sorts of quests.

    I will mention that the line padding is still an issue with more complex quests. And there is no way to open the quest log to a specific entry. So auto adding quests can leave the player completely oblivious to it. And manually opening the quest log can make them wonder what got added. Especially when there are multiple categories and dozens of quests. I've resorted to opening an accept page, and adding the quest no, matter what, after. That way the player knows what quest. They may just be a little confused as to why they denied it and its still accepted. ;)
  12. Roguedeus said:
    Quest Plugin is v1.2

    I really like the addition of auto objective updates for acquiring items and slaying monsters. It helps a lot for those sorts of quests.

    I will mention that the line padding is still an issue with more complex quests. And there is no way to open the quest log to a specific entry. So auto adding quests can leave the player completely oblivious to it. And manually opening the quest log can make them wonder what got added. Especially when there are multiple categories and dozens of quests. I've resorted to opening an accept page, and adding the quest no, matter what, after. That way the player knows what quest. They may just be a little confused as to why they denied it and its still accepted. ;)
    I let Vlue know to view your post
  13. Vlue has fixed the problem so you will want to update your quest plugin at 

    Vlue's Website Quest System link

    Fixed overlapping text and built scrolling feature into the plugin
  14. Quest System crashes when I try to reveal objectives

    rpg_managers.js:1618 TypeError: Cannot set property '1' of undefined
        at Game_Interpreter.pluginCommand (Quest System.js:1162)
        at Game_Interpreter.command356 (rpg_objects.js:10445)
        at Game_Interpreter.executeCommand (rpg_objects.js:8895)
        at Game_Interpreter.update (rpg_objects.js:8803)
        at Game_Map.updateInterpreter (rpg_objects.js:6080)
        at Game_Map.update (rpg_objects.js:5987)
        at Scene_Map.updateMain (rpg_scenes.js:417)
        at Scene_Map.updateMainMultiply (rpg_scenes.js:409)
        at Scene_Map.update (rpg_scenes.js:398)
        at Scene_Map.update (YEP_MapGoldWindow.js:137)
  15. Tuomo L said:
    Quest System crashes when I try to reveal objectives

    rpg_managers.js:1618 TypeError: Cannot set property '1' of undefined

        at Game_Interpreter.pluginCommand (Quest System.js:1162)

        at Game_Interpreter.command356 (rpg_objects.js:10445)

        at Game_Interpreter.executeCommand (rpg_objects.js:8895)

        at Game_Interpreter.update (rpg_objects.js:8803)

        at Game_Map.updateInterpreter (rpg_objects.js:6080)

        at Game_Map.update (rpg_objects.js:5987)

        at Scene_Map.updateMain (rpg_scenes.js:417)

        at Scene_Map.updateMainMultiply (rpg_scenes.js:409)

        at Scene_Map.update (rpg_scenes.js:398)

        at Scene_Map.update (YEP_MapGoldWindow.js:137)
    Vlue says to double check the id you are trying to use
  16. So she does! Uh, hi hi! Me here, the one who likes to hide (I swear you don't all scare me, no no D: ). Weekend's coming up and with no plans for it, I think it's time to knock out a bunch of plugin/script work. Reply (quote) this post (so it sends me an email notification), or comment on the site, or message the page on fb, I don't care what method as long as it sends me an email notification, with any issues, bugs, feature requests, etc. and I'll work through as much of them as I can while I can. Or if there's not much, just work on converting old scripts to plugins, still have a big list of that... Uh, anyways. Yah. Do that. Also hiii.
  17. There is one small issue/bug remaining with the Quest Plugin. When you have more than 4 categories, and you initially open the Quest Journal... If you press down, to select a quest, instead it cycles down into the fifth category... The only way then, to select your quest is to press up. Likewise when you are in the 5th category, all you can do is select by pressing down. ;)

    I hope I explained that adequately.

    A few requests for the Quest Plugin, would be:

    • Some information on the expScale: optiion. Specifically how its used correctly.
    • A way to call the quest log to open on a specific quest. (For when objectives are updated, auto accepted, auto failed, etc...)
    • A clear way for the player to know they failed a quest. (Perhaps a failed quest category. Currently, the only way I can think of let them know is with a revealed objective.)
    • A way to change a quest objectives max: value. (So the players actions my change the values or remove them completely - make them 0 - without requiring a totally separate quest)
    • A way to query a current objectives values. (Max & Current value)


    A few things I'd like to request for the Crafting Plugin.

    • The ability to manually name the recipe. (Rather than have it auto name via the results)
    • For the recipe ingredients to reflect their name, like the quest plugin rewards do. (So item name color - added by other plugins - is reflected)
    • There are a few line padding issues for recipes with gold costs.
    15_1211_crafting_issues_1.PNG

    Thanks for everything!
  18. I'm trying to change the icons for the crafting categories but it's still not showing the right icons.

    Example: I'm trying to change the Alchemy icon to a red potion icon, but it stays as an apple I have in my icons...I've changed the Category Icons in the Plugin manager to the right icon number (the potion I want to use is number 8 on the icon list and index) but it's still not showing. Am I missing something?
  19. PieFeathers said:
    I'm trying to change the icons for the crafting categories but it's still not showing the right icons.

    Example: I'm trying to change the Alchemy icon to a red potion icon, but it stays as an apple I have in my icons...I've changed the Category Icons in the Plugin manager to the right icon number (the potion I want to use is number 8 on the icon list and index) but it's still not showing. Am I missing something?
    sounds like your plugin isnt named right
  20. What am I supposed to name it?