Bug in Javascript plugin

skymen

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Hello. I'm making a very simple ARPG plugin , and I can't get my code working correctly.
Here it is:
 

/*: * @plugindesc This plugin is an A-RPG test * @author Skymen * * @param Player ATK * @desc Defines the player's atk * @default 100 * * * @help Description goes here */var parameters = PluginManager.parameters('A-RPG tests');var playerATK = parameters['Player ATK'];var aliasPluginCommand = Game_Interpreter.prototype.pluginCommand;Game_Interpreter.prototype.pluginCommand = function(command, args){ aliasPluginCommand.call(this, command, args); var HP = [200,200]; var ATK = [200,200]; if (command == 'setupEnemy') { var event = $dataMap.events[this.eventId()]; var name = Number(event.name); var note = Number(event.note); if (HP.length<Number(this._eventId)) { HP.push(Number(name)); } else { HP[Number(this._eventId)]= Number(name); } if (ATK.length<Number(this._eventId)) { ATK.push(Number(note)); } else { ATK[Number(this._eventId)]= Number(note); } } if (command == 'agressive') { HP[this._eventId] = HP[this._eventId]- playerATK; } if (command == 'passive') { var event = $dataMap.events[this.eventId()]; $gameMessage.add('My new health value is ' + HP[this._eventId] + '\nand my max Health value is ' + event.name + '\nlet\'s do some math: ' +event.name + '-'+ playerATK +'=' + (event.name-playerATK)); HP[this._eventId] = HP[this._eventId]-playerATK; $gameMessage.add('My new health value is ' + HP[this._eventId] + '\nand my max Health value is ' + event.name + '\nlet\'s do some math: ' +event.name + '-'+ playerATK +'=' + (event.name-playerATK)); if(HP[this._eventId]<=0) { $gameSelfSwitches.setValue([this.mapId, this._eventId, 'D'], true); $gameMessage.add('I\'m dead'); } } if (command == 'normal') { }}What it's supposed to do is store the data contained in the name and the notes of each event that request the "setupEnemy" plugin command.
Then, when the plugin command "passive" is requested, the event's HP (stored in it's name, and then in an array) should lower. and when the value hits 0, the ennemy dies (activating the "D" self switch).

However, the life system does not seem to work properly :( .

Someone to help me?
 

kiriseo

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What is not working properly?

Can you explain it in more detail?

And can you attach a screenshot of one event, so we can see what it should look like?

Are all your event names only consisting of numbers?
 

Shaz

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How far is it getting? Are the messages being displayed?


Are you sure it's this.mapId? I haven't looked, but I would expect it would need to be this._mapId or this.mapId() instead.


You seem to use a random mix of this._eventId and this.eventId(). I suggest you use one or the other, for consistency.
 

skymen

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How far is it getting? Are the messages being displayed?

Are you sure it's this.mapId? I haven't looked, but I would expect it would need to be this._mapId or this.mapId() instead.

You seem to use a random mix of this._eventId and this.eventId(). I suggest you use one or the other, for consistency.
Thank you. That's a mistake I made.

However, when I "talk" to a monster, it calls the "passive" plugin command.

So it should update the monster's HP, but it doesn't. Each time i talk to him, his HP value is reset. Do this have something to do with the plugin command "setupEnemy" that's still working?

If so, is there a way to setup enemies only once?

(And my names and note boxes are indeed only made of numbers.)
 

kiriseo

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Thank you. That's a mistake I made.

However, when I "talk" to a monster, it calls the "passive" plugin command.

So it should update the monster's HP, but it doesn't. Each time i talk to him, his HP value is reset. Do this have something to do with the plugin command "setupEnemy" that's still working?

If so, is there a way to setup enemies only once?

(And my names and note boxes are indeed only made of numbers.)
Can you post a screenshot of said event?
 

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