Added WAY_MapControlSwitch
Control switches at map start for each map through notetags.
Map notetags:
<Control Switch: switchId, value>
This will turn on a certain switch, when the map is entered.
Example:
<Control Switch: 1, on>
<Control Switch: 2, off>
Download: https://raw.githubusercontent.com/waynee95/mv-plugins/master/dist/WAY_MapControlSwitch.js
waynee95's Plugin Collection [NEWEST: WAY_MenuBackgrounds]
● ARCHIVED · READ-ONLY
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These are pretty useful plugins! Thank you very much! :)
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I'm having issues with WAY_YEP_ShopMenuCore
I wrote this in the first item (data):
<Custom Buy Show Eval>
visible = !$gameParty.hasItem(5);
</Custom Buy Show Eval>
but I can always buy it. I have other notetags in the same item, but they should't interfere.
You can see several images about the problem:
Maybe I'm forgetting something. -
@El Dragón Blanco
Sorry, that I did not explain it better, but you need to input the actual item object into that function and not the id.
Change it to this:
Code:<Custom Buy Show Eval> visible = !$gameParty.hasItem($dataItems[5]); </Custom Buy Show Eval> -
@El Dragón Blanco
Sorry, that I did not explain it better, but you need to input the actual item object into that function and not the id.
Change it to this:
Code:<Custom Buy Show Eval> visible = !$gameParty.hasItem($dataItems[5]); </Custom Buy Show Eval>
I changed but it still doesn't work. At this moment, only the YEP Core, YEP Item and YEP shop plugins are on.
Tags on the item:
Code:<Menu Category: Inventario, Botiquín> <Repair Durability: 20> <itemColor:60> <Custom Buy Show Eval> visible = !$gameParty.hasItem($dataItems[5]); </Custom Buy Show Eval>[CODE] -
@El Dragón Blanco
Could you open the console, by pressing F8 in-game and check if there are any errors? -
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@El Dragón Blanco
Hmm, okay these seem not be realated to my plugins.
Did you place my plugins below yanflys? -
@waynee95
Yes. Even I switched off all plugins not related to the Yanfly shop plugin (In order, YEP_Coreengine, Yep_Shop, WayCore and WayYEPShop are the only on at this moment).
It works for you? -
@El Dragón Blanco
This test project shows that it is working. https://www.dropbox.com/s/z9yod3dv8vdhael/Test.zip?dl=0
Take my plugins from this project and copy them into yours. Then test again. -
@waynee95
I'm a bit confused.
The function of this plugin is you can't buy a specific item until you have "x" requisit.
In theory, I can't buy a potion until I have one, but in the example happened the following:
Right now I do not know if I have misunderstood the plugin or something is not working well. I use RPG Maker MV 1.5.1. -
@El Dragón Blanco
The purpose of the plugin is that you can define conditions, whether you can buy a certain item.
In the example, you can buy potions until you have at least 1. When you have one or more potions, you cannot buy more.
What do you wanna do exactly? Make the item only buyable, when you have a certain amount? -
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@El Dragón Blanco
This would only show the item in the shop, if the party has at least 2 items with id 5.
Code:<Custom Buy Show Eval> visible = $gameParty.numItems($dataItems[5]) >= 2; </Custom Buy Show Eval> -
@waynee95 There's an issue with the overhauled Custom Face Image Eval plugin regarding the user's HP.
When my actors reach 25% HP, they'll change face but it goes in two ways:
-In some cases, it's not following the set face index for each face file. When I put a "4" and the actor reaches the percentage, he / she will change face based on "2".
-When the actors reach 15% or 0 HP, they don't change from the current face at all as the user desired even if from 25% HP.
I think both of these points may also have an effect on the states department as well. This isn't a plugin conflicting issue as I never had this problem with the previous version of Custom Face Image Eval, which worked perfectly.
I unfortunately don't seem to have the older Custom Face plugin saved somewhere. -
@RK DracoRoy
Could you show me your notetag? -
@waynee95
Here is the actor notetag below:
<Custom Face Image Eval>
if (user.hp / user.mhp <= 0) {
faceName = 'RK_Arion-blinking';
faceIndex = 0;
} else if (user.hp / user.mhp <= 0.15) {
faceName = 'RK_Arion';
faceIndex = 6;
} else if (user.hp / user.mhp <= 0.25) {
faceName = 'RK_Arion';
faceIndex = 4;
}
</Custom Face Image Eval>
Now for some reason, when he gets at 25%, he uses Index 6 instead of 4. This also happened with another actor where he used a random incorrect index instead of following what number was used in the notetag.
Now if they go from 25% to 15% or 0%, they won't change a face of a filename (even with the notetag setup) unless at full health where they successfully go back to their default index.
That's really the only issue with the updated plugin. I may no longer have the older version with me, but I know for sure that worked with no problem. -
@RK DracoRoy
That's definitely strange, but I cannot reproduce the issue. For me it's working as expected. Could you provide me with a demo project that shows the issue? -
@waynee95
I tested the project to see which plugin is causing the issue. It's Yanfly's AutoPassiveStates plugin that's conflicting with the recently updated version. This problem was never present in the previous version of Custom Face Image Eval.
If you have this enabled in the manager, that's what's going to happen.
Link:
http://yanfly.moe/2015/10/17/yep-13-auto-passive-states/
It's going to take a while for the project to upload, but I'll let you know with an update link unless this plugin does causes the issue on your end. -
@RK DracoRoy
Yanfly's Plugin does not cause any issues, because I always have that plugin in my project when testing. However, a specific passive state might be the cause here. I assume, that state was not in your project when you were using the older version. The new version of my plugin does not do anything totally different compared to the old version. I am sure, that your issue would be still be there, when using the older version.
Test what passive state might be the issue.