Event not running right.

Rpg Guy

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Hello, I have set up a very long and complicated card game event in my game, I have tested this event probably over 100 times and it has always worked perfectly. However as I was building my game the event seems to have glitched. In the event you have the option to bet money or not, and if you choose not to bet everything runs fine. If you choose to bet the game says "cannot read property 'y' of undefined".

I have looked at my event and found the spot where the error occurs but I am unsure why it happens. When you choose bet a text window pops up and says "Great, how much?\$" then I use the input number command with variable 5, and set for 2 digits. It always crashes before you can enter the numbers.

I have tried using the input number with variable 5 at a different point in my game and it worked fine, so I do not understand the problem.

The only plug-ins I'm useing are 3 or 4 that were included with the program, and the event has worked with them on in the past. I have made no changes to the card game event between the time it was working and the time it was not.

I would appreciate any help you can give on this because I can't seem to find the problem. One last thing, I am unsure of how to take and post screen shots of the event, so if they are needed I'd appreciate if you would explain how to do so.
 

Andar

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The problem with this description is that it doesn't help us to identify even the area of the problem.


If an eventsystem suddenly fails to work after functioning correctly for some time, there are usually only a few possibilities - but several of them are difficult to find.


1) a file got damaged somehow.


2) you loaded a savegame without proper data (either because it's old or because you changed the file format somehow


3) your event relied on a specific sequence of parallel processes and autoruns, and another event added broke that sequence. This is one of the reasons why we always advice that all cutscenes should be controlled from a single event, and that parallel processes should be used as few as possible.


We need to see screenshots of your event(s) to even see how you handled all that and know where to look for bugs.


You might also want to follow the bughunt link in my signature for more explanations and tips.
 

Rpg Guy

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It is an autorun common event, and no other parallel or auto run events are running with it. It does call 2 other common events but not until later in the event. I checked and the are not being called at the point of the error.

I will gladly take screen shots of the event but I don't know how to take one of of it? I know how to do the whole print screen thing but I'd have 80 or more screen shots if I did it that way.
 

Andar

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Then you probably have to decide and select the important parts - we don't need the show text commands, but we need to see the entire logic.


Additionally, use [alt]-[prtscrn] instead of only [prtscrn] - that will limit the screenshot to the active window.


If nothing helps, you'll have to zip your project (no music or pictures needed) and upload it somewhere so that we can check it ourselves
 

Rpg Guy

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Ok, I'll take screen shots as soon as I'm able. I don't see an upload picture option for my post however, is that because I'm useing a phone or do I have to do something else to upload pictures.
 

Andar

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upload is on the full editor, click on "more reply options" in your answers.


However, your forum upload space is limited - if it's too much upload them somewhere else and give the links only here
 

Rpg Guy

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Ok I think I uploaded the screen shot, but I'm not really sure.
 

EternalShadow

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Just put the screenshots on imgur and link to the album.
 

Rpg Guy

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Ok, I just turned my phone into a moble hotspot so that I could upload this from the computer. The image should show up now. I outlined where the problem is.

Monster Fighter Screen Shot.jpg

Thank you for the help you've given so far.
 
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Shaz

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Have you added or modified any scripts/plugins since the last time it worked?


When you start to play, can you hit F8 to get the developer console up, then play until you get the error, then take a screenshot of what's in the developer console? At that point, there should be a more meaningful error message, and it should tell you what script and what line is causing the error.


You didn't answer Andar's question about whether this was from a new game or a saved game. If you're loading a saved game after adding any plugins, can you try it in a new game and see if the issue still happens? Trying to resume saved games after adding plugins can cause this kind of error.
 

Rpg Guy

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Thank you, I've been trying to find out how to open the DEV console.

To answer the question, I have been trying from a new game. I didn't mean to ignore the question I just forgot to include in the my reply, sorry about that. I was messing with Plug-ins but after the error occured I tried turning off all newly added ones and turning back on the ones that were on when the event ran fine. That didn't fix it. I've also turned off all plugins (except for YEP_CoreEngine, and a plug-in called NovelMessage; however they were both on when the event was working), and turned them on one by one.

I'm editing this post to show my Plug-Ins list. The only one turned off is YEP_MessageCore, because it's causes problems when used with NovelMessage.

Monster Fighter Screen Shot 2.jpgMonster Fighter Screen Shot 3.jpg

Ok, I've actually found that the problem is with the NovelMessage plug-in but only during that one event. I've tried using the input number command outside of that event and it worked, so I don't understand why it won't work in that event.

I'm sorry to edit this post so much but I found the issue. The NovelMessage plug-in can be turned on and off with a switch. For some reason if you turn it off it causes the error I've been having. Does anyone know how to fix that? Because my mini-game looks horrible with the NovelMessage plug-in turned on, but the rest of my game needs it.
 
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Shaz

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If you've turned the plugin off, and saved, then it shouldn't cause any issues. How do you plan to turn it off for just a part of the game?
 

Rpg Guy

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Sorry I should have been more clear.

The Plug-in can be turned on & off with a switch. The event I'm having issues with turns the switch off at the start and the back on at the end.

The input number command works while the plug-in & the switch that controls it is on. But if I turn off the switch (which changes the default message system back to normal) the input number command makes the game crash.
 

Shaz

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Then it's a problem with the plugin, and you should post in that plugin's thread.
 

Rpg Guy

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Ok, I'll try and find it, thank you everyone for your help.

I'm editing this to say that I solved the problem. If anyone else encounters it I fixed it by opening the plug-in file itself and removing the last line. The one that says "return_window_NumberInput_buttonY.call ();" I do not know js but when I play tested the game everything worked.
 
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Andar

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I outlined where the problem is.
There might be another problem a few lines below.
Do you have two different variables, both named "Don't Use"?


If not, the logic cannot work because the same variable cannot be bigger than itself (the conditional branch)


If you are using two different variables with the same name, then the logic may work - but as you can see from your screenshot you'll never be able to see which variable you used where because in most cases the event commands don't display the variable ID, only the name (control variable command is one exception to this)
 

Rpg Guy

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That's not an issue as both are different. The reason they are named like that is because I copied this event from my other project. The variable names didn't copy over and I don't ever need to change them because the event itself takes care of that. I just went in and named the first 200 variables "don't use" to remind me that those are taken by this event.
 

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