solaris1111

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Somehow, all the mails, at some point in my game are doubled. I still don't know how it happen. If someone get the same problem, advise me so we can find a clue together.


Is it possible it is because i created the Mail_Test.json (or Test_Mail.json) with the same content from mail.json?


Thank you!
 

Pirobi

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@Sakurahan01


I've been tempted with the idea of being able to write mail for my own game (that's why I made this plugin in the first place haha), but that might need to be in a separate plugin, or an extention of this one.


@Yoshifull 


I fixed the issue where the game crashes if you have no mail. It worked at one point, but recent updates must have broke it. I'll post the fix soon.


As for the resolution change, I made it so that the scene will be horizontally-centered on the screen. Let me know how this looks for you(see image below).


@solaris1111


Try using a blank Test_Mail.json file. Let me know what's going on with that so that I may make any needed changes(I honestly don't know why it would double in the circumstance, unless it's something from the source code itself).


Update to 1.6!

  • Fixed bug where mailbox doesn't open when there is no mail.
  • Updated code to center the mail scene on bigger resolution.



Please, keep the comments and bug-finding coming! 


JK Mail.PNG
 

Sakurahan01

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@Pirobi     Alright :D I cant wate to see the extension looking foreword to it ^_^
 
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solaris1111

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Hi Pirobi, i started a new game with an empty test_mail.json in the game/data/  same thing, at some point in the game, the mail is doubling :/
 

Pirobi

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Hi Pirobi, i started a new game with an empty test_mail.json in the game/data/  same thing, at some point in the game, the mail is doubling :/



I'm starting to look into this more @solaris1111 ...when you say doubling, what do you mean? Is the mail in the json doubling, or is the mail in the mailbox when you run the game double?


Also, what exactly are you doing to reproduce this? Do you save a game and then continue playing? Do you need to run the battle test to see this?
 

solaris1111

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I'm sorry i don't know when exactly it doubles, but i know it do not happen with one of your plugin command. Since i don't have a save game just before i'll need to start a new game again. I'll do that later.


For the json, the mails inside are not doubled. The test_mail.json is 100% empty. 


UPDATE:


Ok i found something that might help you. I took the save game with the doubled mail (2x ID6 mail). When i save, log out of the game (return to main menu instead of quit) and return to the save game, there is now 4x ID6 mail.  So there is something happening that re-insert all the mail in the game that are already there. 
 
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Pirobi

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Update to 1.7!


~ Fixes/Changes ~

  • Mail was doubling when loading a previously saved game (let me know if this continues to be a problem! Thanks to @solaris1111 for helping me find the issue!)
  • Mail is now considered "read" when you press W(default) to move the cursor to the mail window, as opposed to placing the cursor over the mail title.
  • JK Mail Editor Updates:

    JK Mail Editor will now automatically find the Mail.json file in your game project, or create one if it's not there.
  • The editor must be placed in your project's root directory, or else it will give you a message saying it can't open!
  • Removed the options to "Open" and "Save As" as a result




~ New Feature - Mail Triggers~


Now, you can trigger "events" upon reading a message! You can use triggers to turn a switch on upon reading a message, set a variable, call a common event, or even perform a script call! Each message can only have 1 trigger at a time.


Your messages in the Mail.json file must be edited as follows (this is done for you if you use the JK Mail Editor tool):


"trigger":"1,2,3"


Where 1 is the type of trigger you want to perform:
 s to set a switch. If the switch is off, it will turn on, and vice versa.
 v to set a variable. It will OVERWRITE the previous value.
 c to run a common event.
 j to run a script call.
 Put any other value to have no trigger.
 
 And 2 will have a different function depending on 1:
 For switches, variables, or common events, 2 will be the index
 (FOR VARIABLES, 3 represents the value to set the variable at index 2,
  and is NOT used for any other value of 1)
 For a script call, 2 will be the script itself
    
    EXAMPLE:
        "trigger":"j,$gameVariables.setValue(1,4);" <- This is using the script call to set variable 1 to the value 4
        "trigger":"v,1,4" <- this is doing the same as above


        "trigger":"s,45" <- this is setting switch 45. If it was OFF, it will now be ON. If it was ON, it will now be OFF.


        "trigger":"c, 9" <- this calls common event 9. Note that it will NOT run until you exit the mail window.


        "trigger":"0" <- this does nothing
        
NOTE: If you add the same mail more than once, or are in a situation where
the same message will be in the "unread" state more than once, the trigger
WILL run again! This might be addressed in a future update if needed.


In addition, triggers will NOT activate until you exit the mail scene!


The mail editor has been updated to allow for trigger-setting by placing a new tab in the bottom-right hand side of the editor window.


As always, please keep the feedback coming!
 

solaris1111

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Update to 1.7!


~ Fixes/Changes ~

  • Mail was doubling when loading a previously saved game (let me know if this continues to be a problem! Thanks to @solaris1111 for helping me find the issue!)

It's a pleasure! Glad i could help! Thank you for the fix!
 
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konohananiji

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I really love this plugin! It gave me so many new gameplay ideas, especially since I'm making a crime investigation game. :)  It reminds me of the Phone Trigger system in Steins Gate (dunno if you know this game, though it has a really brilliant anime adaption), where you use text messages or phone calls to progress the game (with your new 'event trigger' feature, I think the same system can be reproduced). The Phone Trigger can also be used to send and receive images and music files that the player can collect over the course of the game, kinda like your 'attachment' feature (which is so awesome).


However, I'm wondering if it's possible to turn off the auto line break in the editor, and let me add my own line breaks? I use a different resolution and font from the default, so the line breaks really mess up my text. I had to edit the .json file directly (manually deleting all line breaks and putting my own), but if I open the editor even once it messes it all up again. D:
 

Pirobi

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Update to 1.75!


Hotfix updates:

  • Fixed issue where Mail Scene was lagging
  • Changed mail scene controls from Q/E to Left/Right to switch between the mail window and list window.

@konohananiji don't worry, I'm looking into the line breaking!
 

Pirobi

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New in the forum. Sorry If I am in the wrong place


I received the message "Syntax error: unexpected Number" :(


View attachment 44689



Are you using the JK Mail plugin in your game when you get that error? If not, you might want to go look for one of the Yanfly topics :(  
 

Drogazy

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Are you using the JK Mail plugin in your game when you get that error? If not, you might want to go look for one of the Yanfly topics :(  

no, i am not using this plugin. I started the project again. I Lost other things too when I was trying to fix. But no problem, now the project will get  better.


Thanks anyway.


I tried to create a Adventurer's guild system. But it was so hard to make the guys appear, disappear, appear again...Have you ever tried?
 

Pirobi

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I realized there was an issue in the script where the header was copied more than once. I fixed it now!
 

Sakurahan01

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I realized there was an issue in the script where the header was copied more than once. I fixed it now!

Will we be able to get more than one item set over through the mail, for example, (Item)A cooking book, and (Item)cooking tool kit, Chef Knife(weapon) I can't find your latest plugin update. do you have a link to the download? Are we now able to send mail to NPCs :)  
 

Sakurahan01

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I realized there was an issue in the script where the header was copied more than once. I fixed it now!

I redownloaded your demo with its updated plugin. I noticed a problem When I copied over the Mailbox plugin from your demo file and re-added in all the note commands in the plugin its self: Test1, Test2  for all the rows.  When I pressed to apply the plugin won't register the changes. All the mail box in the plugins rows disappear and it resets its self. So far the only command that seems to work is the script call 


SceneManager.push(Scene_Mail) 


all the other plugin calls such as 


MailBoxOpen 0  etc don't seem to be working. D: I followed the instruction in the demo and I even copied over some events to see if it would work but so far it's not working D: 
 

Pirobi

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Will we be able to get more than one item set over through the mail, for example, (Item)A cooking book, and (Item)cooking tool kit, Chef Knife(weapon) I can't find your latest plugin update. do you have a link to the download? Are we now able to send mail to NPCs :)  



I'll see what I can do about multiple items! As for sending mail, I have not looked into that yet :(

I redownloaded your demo with its updated plugin. I noticed a problem When I copied over the Mailbox plugin from your demo file and re-added in all the note commands in the plugin its self: Test1, Test2  for all the rows.  When I pressed to apply the plugin won't register the changes. All the mail box in the plugins rows disappear and it resets its self. So far the only command that seems to work is the script call 


SceneManager.push(Scene_Mail) 


all the other plugin calls such as 


MailBoxOpen 0  etc don't seem to be working. D: I followed the instruction in the demo and I even copied over some events to see if it would work but so far it's not working D: 



You get this error when you copy the plugin into our own project? This sounds like an issue with copying the file. I was able to copy my plugin into a brand-new project and it works fine.
 

Pirobi

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~Update to 1.8!~


Mainly just fixes here. MailAdd id box1 box2 . . . was actually adding the message to ALL boxes. I updated that so it properly adds to only the specified boxes. If there are any issues, please let me know!


Also, I updated MailAddAll so that you can specify more than one message to add to every mailbox. Mainly for ease and to reduce the number of MailAddAll calls you would have needed if you needed to add multiple messages to every box.


Resolution compatibility is still on the list of things to add, but I don't foresee doing it before the summer when I have more time!
 

styx92

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@Pirobi Perfectly!
Really nice work!

But a few things, is it possible to determine translation for "subject" "unread message" and the other standard visible words via the parameters?

And the trigger appears if you read the message, thats okay, but you can take the attachment without trigger :D also the message is "unread" but you already have the attachment. Thats quite wierd xD
I thinks its better, if you only can take the attachment when you already press 'left' to go into the message. Then the trigger appears and now you are able to catch the attachment.

Hope you understand :)
 
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styx92

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And i always get an error if i write a few things in your editor.
The editor crashs and delete the whole Mail.json !!! :kaoback:

Here is the error log and a screenshot

Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
bei JKMailEditor.JKMessageCollection.FormatMessageForJSON(String message)
bei JKMailEditor.JKMessageCollection.ConvertCollectionToArray()
bei JKMailEditor.DriverProgram.SaveFile(String FileName)
bei JKMailEditor.Form1.saveToolStripMenuItem_Click(Object sender, EventArgs e)
bei System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
bei System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
bei System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
bei System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
bei System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
bei System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
bei System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
bei System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
----------------------------------------
JKMailEditor
Assembly-Version: 1.7.0.0.
Win32-Version: 1.7.0.0.
CodeBase: file:///F:/Mega/Aktuelle/Aktuelles_MV/JKMailEditor.exe.
----------------------------------------
System.Windows.Forms
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System.Configuration
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.Core
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Xml
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
Microsoft.GeneratedCode
Assembly-Version: 1.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
System.Numerics
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll.
----------------------------------------
System.Runtime.Serialization
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll.
----------------------------------------
System.Xml.Linq
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll.
----------------------------------------
System.Data
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1636.0 built by: NETFXREL3STAGE.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll.
----------------------------------------
mscorlib.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
----------------------------------------
System.Windows.Forms.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.6.1586.0 built by: NETFXREL2.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.

 

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