BloodletterQ

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So wpuld this enable a support system like Fire Emblem?
 

EHEBrandon

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I'm having a issue when ever I try to add a actor it never shows up on the list when doing an event..


EDIT


Okay after toying with it I got it. Now there is only one issue and I cant figure this out after trying for hours. How do I get the heart icons and the other ones like you do in your pictures?


Also I would like to recommend/request that there is descriptions/status to be added. Like basically say if a actor or leader reach a certain level it would say how they feel towards each other for example:


Shiki is at level 9 and her description would be -She feels a strong passion towards you and your love could only increase- Then a status that says that they're a friend, best friend, girlfriend, boyfriend, wife, husband, etc...
 
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This is going to sound like a REALLY stupid question, but... is it possible to have the FP Gain be different depending on who you're giving it to, item wise? Like, say, you give a girl certain flowers and depending whether she likes it, specifically tied to herself, you get a gain or loss?


Okay, that's probably a bad example. Uh...


Okay, I have a Bouquet item for example. I decide to give it to Aria. She's touched and get a HUGE FP gain! Like, say, 50 FP. But if I give it to Minuet, she gives me less FP, like 10 FP. Or if I give it to Quintus, he specifically gives me -5 FP. And so on.


If this is possible, then that's REALLY nice because it gives my characters more personality and traits!


Edit: Okay, apparently it IS possible according to the help file: "You can make the same skill/item to have different effects on different actors."


Okay, but... how exactly?
 
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Jackiefly

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hi! I've an small problem, I'm trying to do something like Dragon age, I mean, when you have X level of friendship with a partner an event starts....but when you talk with that partner. 


I created a map where all actors (except the main actor) separates from the group and stay in X place form the map where you can talk with them.


I want to do, as I said, something like Dragon age, if you have X level with that partner and you talk with him the event starts, but it is starting automatically in the place where that actor rise the level. How can I do that? to start the event when I want?
 

Hikitsune-Red

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hi! I've an small problem, I'm trying to do something like Dragon age, I mean, when you have X level of friendship with a partner an event starts....but when you talk with that partner. 


I created a map where all actors (except the main actor) separates from the group and stay in X place form the map where you can talk with them.


I want to do, as I said, something like Dragon age, if you have X level with that partner and you talk with him the event starts, but it is starting automatically in the place where that actor rise the level. How can I do that? to start the event when I want?



Just use the Common Event to toggle a switch. Then just have your event work only when that switch is active.
 

lawina

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Epic plugin, however I am not sure if it has to do with RMV 1.3 or not, but I just noticed that your plugin crashes when you keep the "Friendship" menu open for a minute.


The message I get is as following right before the crash:


WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost




I think there might be an endless loop or something.
 

Shaz

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Hey @Moogle_X, I've found the problem mentioned above.  I'm not sure why this is only happening in 1.3.1 (and maybe 1.3.0) and not earlier versions of MV ... if you open up the task manager and watch performance, when you open the friendship window, memory and disk go through the roof almost immediately (this is with just one actor, no friendships set up), and eventually the game crashes or freezes.


This can be resolved by changing this:


Window_ActorsFriendship.prototype.setLeader = function(leader) {
this._leader = leader;
this.refresh();
};


to this:


Window_ActorsFriendship.prototype.setLeader = function(leader) {
if (this._leader !== leader) {
this._leader = leader;
this.refresh();
}
};




This way, you're not refreshing (building the list, recreating the window, redrawing everything) on every frame, but only when the selected leader is changed.
 
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deathsia

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Hay @Moogle_X, I've found the problem mentioned above.  I'm not sure why this is only happening in 1.3.1 (and maybe 1.3.0) and not earlier versions of MV ... if you open up the task manager and watch performance, when you open the friendship window, memory and disk go through the roof almost immediately (this is with just one actor, no friendships set up), and eventually the game crashes or freezes.


This can be resolved by changing this:



Window_ActorsFriendship.prototype.setLeader = function(leader) {
this._leader = leader;
this.refresh();
};


to this:



Window_ActorsFriendship.prototype.setLeader = function(leader) {
if (this._leader !== leader) {
this._leader = leader;
this.refresh();
}
};




This way, you're not refreshing (building the list, recreating the window, redrawing everything) on every frame, but only when the selected leader is changed.



I don't even think the dude is watching this thread anymore or even the website for that matter.
 

Shaz

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no, but I've tagged him, so if he gets notifications, he'll get a message.  And other people who are using the plugin might come here to see if there's a solution to the problem.
 
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deathsia

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Very true. I already applied to bugfix to my copy of the plugin, don't need my plyers crashing randomly. :)


ty for this btw.
 
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LuLight

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Hey @Moogle_X, I've found the problem mentioned above.  I'm not sure why this is only happening in 1.3.1 (and maybe 1.3.0) and not earlier versions of MV ... if you open up the task manager and watch performance, when you open the friendship window, memory and disk go through the roof almost immediately (this is with just one actor, no friendships set up), and eventually the game crashes or freezes.


This can be resolved by changing this:



Window_ActorsFriendship.prototype.setLeader = function(leader) {
this._leader = leader;
this.refresh();
};


to this:



Window_ActorsFriendship.prototype.setLeader = function(leader) {
if (this._leader !== leader) {
this._leader = leader;
this.refresh();
}
};




This way, you're not refreshing (building the list, recreating the window, redrawing everything) on every frame, but only when the selected leader is changed.



Thank you Shaz


I'm love this plugin and still use it :)
 

styx92

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Hey @Moogle_X, I've found the problem mentioned above.  I'm not sure why this is only happening in 1.3.1 (and maybe 1.3.0) and not earlier versions of MV ... if you open up the task manager and watch performance, when you open the friendship window, memory and disk go through the roof almost immediately (this is with just one actor, no friendships set up), and eventually the game crashes or freezes.


This can be resolved by changing this:




Window_ActorsFriendship.prototype.setLeader = function(leader) {
this._leader = leader;
this.refresh();
};


to this:




Window_ActorsFriendship.prototype.setLeader = function(leader) {
if (this._leader !== leader) {
this._leader = leader;
this.refresh();
}
};




This way, you're not refreshing (building the list, recreating the window, redrawing everything) on every frame, but only when the selected leader is changed.



Thanks!!! It works like before!
Many thanks bro. Now i'm happy :D
 

moldy

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I see this awesome plugin allows for learning of skills at specific levels of friendship. Does this allow for both recipients to learn the skill? Example: Tommy and Bill reach friendship lvl 10 = they both learn double strike?
 
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lawina

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Is there a way to perform an action when the level reaches a certain number ? So a conditional branch ?


Oops, found it:

Code:
AFS Var x Level Friend y Leader z
 
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nerochepiace

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The notetags for the actors don't work for me.


Plugin command work fine.


O_O
 

Seusyn

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I wiil use this plugin, but scene not active :


 

PrinnyAishi

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Is it possible to have 2 columns on the friends list?
 

Moogle_X

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The plugin is updated to version 2.08.


I added the code snippet from Shaz to fix the memory leak issue.
 

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