LTN Games

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Hey, i have fixed it but I've yet to upload the update. All updates will be uploaded tomorrow, I have to release them all at once because I did some major work to my core plugin.
It never helps everyone waited until the end of the month for bug reports lol :p
 

Trihan

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Haha, fair enough. Good stuff. :)
 

Leysos

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... Maybe you're doing something extra or missing a step prior to advancing the quest?

So, I just tested this by making a new quest in your demo project.
I found that it WILL progress, but it's weird. If a quest isn't active, the first "QUEST Advance [id] Next" plugin command doesn't seem to make it go forward. Every subsequent one will do that, and it doesn't happen if you set it to active.

upload_2017-3-30_8-50-1.png

Am I... supposed to put a "QUEST Advance" plugin command immediately after starting a quest?
 

LTN Games

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Yes! If your quests first step is hidden it will need to be revealed. The first advance does just that. When setting a quest to be tracked it will auto unhide the first step for you. I believe this is the behaviour you're seeing.
 

Leysos

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I believe this is the behaviour you're seeing.

It's probably a bug after all, then, because I don't have the first step hidden.

upload_2017-3-30_9-28-25.png

Every subsequent step afterwards is hidden, though, so unless there's some special interaction there, then this behavior doesn't seem to be intended.
 

LTN Games

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haha, looks like I never even programmed it in :guffaw: I have added this in now, basically, if the quests first step is not hidden it will technically advance it, so that the next advance plugin command will do what it's supposed to do. I have also implemented a hide() function called with QUEST.questTracker.hide(), and I will also create a plugin command for it.
You mentioned you wanted a way to set it up with Yanfly's button common events? I don't know much about it, is there anything I can do to make it really easy to implement with Yanfly's plugin?
 

Oscar92player

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Hello LTN! I have some questions about your plugin "Window Pop".

One of them it's about the display time for Map names and other pop ups in screen, because is too fast to read it at some point. I can adjust the delay time, the fade out time or the slide speed, but I would like to adjust the time in frames for the Map name display, in order to display it more time so the player can read it without problems, because the window shows less of a second, and then dissappears with the fade out effect.

The second one it's about another parameter that I would like to use with the Map name pop up, too: a fade in option, to display the window smoothly at the beginning, when you enter a map.

Is it possible to add those parameters to the plugin? It would be great have them and make more adjustments for the project.
Thanks in advance!
 

Leysos

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Hahah, it's all good, it happens to the best of us. Thank you for looking into it.

You mentioned you wanted a way to set it up with Yanfly's button common events? I don't know much about it, is there anything I can do to make it really easy to implement with Yanfly's plugin?

Hmmm. Perhaps a script call that checks if the quest tracker is hidden or not? As well as a show() function?

For my toggle, it's probably going to look like this.

upload_2017-3-30_17-35-44.png

Turn on if the hidden eval returns true, else we just turn it off, that kind of thing.
That, or just have a plugin command that toggles it on & off automatically. Either or should work.
 

LTN Games

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@Oscar92player Hey, being able to choose frame is the second time it has been requested. In fact, it's on my todo list, unfortunately, it won't be ready by tomorrow with the rest of my updates. As for the second request, this is actually a bug, this is one of my very first plugins and is written not so great. I may rewrite it or I may just improve on it and see what I can get out of it. I can't promise anything for this one at the moment though, I have many other plans and plugin ideas I'd like to think about first.

@Leysos Sounds good, I will probably do it exactly the way you want it. Should be ready by tomorrow with the rest of the updates.
 

Oscar92player

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@Oscar92player Hey, being able to choose frame is the second time it has been requested. In fact, it's on my todo list, unfortunately, it won't be ready by tomorrow with the rest of my updates. As for the second request, this is actually a bug, this is one of my very first plugins and is written not so great. I may rewrite it or I may just improve on it and see what I can get out of it. I can't promise anything for this one at the moment though, I have many other plans and plugin ideas I'd like to think about first.

Thanks for the quick answer. I'll look forward to the new update for this plugin, I hope you can do something about the last request. If it's not possible at the moment, I'll await without problems until you can fix that bug, don't worry.
 

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Sorry for the delay for the updates guys! All is ready to go now.

Have a look at the blog post, it's a bit drawn out and I was really tired when writing it lol but it should give you a good idea of what has been fixed and what's been added.

https://ltngames.net/the-month-of-updates-update/

There will be more updates to come this month as well but I will be switching my focus to new plugins as well as my current game project. The game project will also lead to new plugins.

Please report any bugs you may find, I'm sure there are a few straggling ones around.

The Bugs
I have had quite a few bug reports and on top of all the optimizations and minor changes, I’ve had to fix a few bugs of my own doing as well. At this very moment, I only have 4 bug-only issues leftover in my repository and most of them should be fixed by the end of next week. I won’t go into too much detail about what has been fixed.


Save Game Bug Fixed!
The awesome pub/sub pattern I just talked about above, has also helped me solve my dreadful save game bug I spoke of before. This bug was hot fixed in the last round of updates and now this new round of updates includes the full stable fix. Again this is probably something I’m more excited about than the average plugin user.

Time Engine
  1. There was an issue with updating timers when adding time or changing dates. This issue caused timers to not activate at their correct times as well as not activate if changing dates went past their initial time set. This is now fixed.
  2. There was another bug with adding time. This bug caused the time to go above it’s maximum limit, so you would end up with time well past the 24-hour mark. This has also been fixed. Woot!
Aside from those two bugs, I have also optimized some of the code, not all of it but enough that it makes me happy as well as increases performance.

Day And Night
  1. Nothing major, a few performance tweaks, and optimizations.
Quest Journal
  1. In-active quests were not doing what they should have. Although not necessarily a bug rather a bad design choice. The problem was that in order to advance a quest that was not set to be tracked, you had to use the plugin command twice. This has now been fixed so that if the quest is not active and the first step is not hidden you will only need to use the “Advance” plugin command once.
  2. Loading a game caused the game to crash if there was never an active quest, which is now fixed.
Aside from the bugs, there is a new feature which allows you to hide and unhide the quest tracking window. More features will be coming this month, including the newly revised quest editor.

Window Pop
  1. There was a small bug with the history window background not displaying correctly.
That is all I have done for Window Pop. There has been a lot of requests and a few bug reports for Window Pop. This is one of my first plugins and rather than patch it up and try to understand the cryptic code from when I first learned to create plugins. I may rewrite it instead, which will likely lead to a better Window Pop.

Layers
  1. A few secret modifications for future add-ons, it may or may not have something to do with the Time Engine.
Waypoints! A New Plugin
Waypoints_Scene.png

You may already know or you may not but I released a new plugin called Waypoints! This plugin gives you a simple teleportation mechanic and a new scene to view them all in. This scene is quite similar to Diablo 2’s waypoint system. It gives ou the ability to lock and unlock waypoint with a simple plugin command and a few script calls for more advanced control over the entire system. If you’re interested, then be sure to check it out.
 

Oscar92player

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Sorry for the delay for the updates guys! All is ready to go now.

Have a look at the blog post, it's a bit drawn out and I was really tired when writing it lol but it should give you a good idea of what has been fixed and what's been added.

https://ltngames.net/the-month-of-updates-update/

There will be more updates to come this month as well but I will be switching my focus to new plugins as well as my current game project. The game project will also lead to new plugins.

Please report any bugs you may find, I'm sure there are a few straggling ones around.

I have found a bug with your new update for Window Pop, LTN. It's related with the Map displaying name. With the previous version, works fine, but with this new one, the pop up window it's always in the left corner of the screen, ignoring the paramaters inside the plugin. Look:
Sin_t_tulo.png

Sin_t_tulo.png


As you can see, the Map name is in it's default displaying mode, ignoring all the parameters from your plugin, since I updated it. Hope you can work around this bug.
 

LTN Games

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The parameters are working fine for me, but I went ahead and removed some leftover console logs and pushed it to the server. Maybe the previous update never updated correctly? Let me know if it makes a difference. If not, I'd recommend trying it in a new project to rule out any incompatibilities first.
 

Oscar92player

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The parameters are working fine for me, but I went ahead and removed some leftover console logs and pushed it to the server. Maybe the previous update never updated correctly? Let me know if it makes a difference. If not, I'd recommend trying it in a new project to rule out any incompatibilities first.

I've redownloaded the plugin, and tried in a new empty project, but the parameters for map names are not working, so there is no compatibility problems, sorry. I don't know how it's possible, but the previous 2.4 version it's working fine with them and with compatibility with other plugins like Yanfly's and Victor's.
 

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Is there a way to add a background to the quest menu?
Just a windowskin feels too empty and raw.

Also, how can i break line for quest descriptions?

Overall, a great collection of scripts!
 
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LTN Games

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@Farr You're right, Quest Journal is just too damn plain! Haha, no worries, atm it has no "image" customizations but I do plan on adding to it this week and "crosses fingers" I hope to finish the latest Quest Editor as well.
As for the line break, atm it just automatically breaks to a new line when it reaches the end of the window. I may add in a "/n" line break message code to it in the next update, we shall see. You're the first to bring both of these up, I'm glad someone cares about customizations ;)
 

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Hey LTN Games, first off, you have very nice Plugins there :D

I have a Question about the Time System Plugin.
Is it possible, to add an option, to hide the Window Skin ?
Because, i dont like the Window Skin.., i just want to add a Picture Hud, behind your Plugin ^^.
And maybe you can add a Feature, in which Order i want to Display my Time hud ?
Like this:
Monday, 1. Jan 2017, (Time)


About your Day/Night Addon,
Maybe you can add an option to add 2 Switches for Day and Night ?
Like:
Day On/Off
Night On/Off

Because i want to add a Common Event, to light up some Buildings in my Towns^^.
Or Just say me, how can i ask the System, when its Day or Night ^^


Sorry for my bad englisch :/
Greets~ Van
 
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Farr

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Customizations is what makes the game unique and different.

I didn`t bring anything up before because I didn`t see this thread :o
Also, is there a way to close the objetive screen? (that popup that shows the active quest)
 

Vandeliar

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Anyone know how to add the windowskin opacity from the Timeline Plugin to 0 ?
i tried:

Window_Base.prototype.updateBackOpacity = function() {
this.backOpacity = 0;
};

It works, but i see the white Border from the default Window Skin =/
 

IAmJakeSauvage

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Hey there!,

I'm having an issue with your Layers Plugin - it works great for static images, but when I try to implement a fog with something like this <Layer: Tiling 3 Sand 1 1 5> (for reference) - it reads it like a static layer and pulls up missing file errors. Did I do something wrong?

EDIT: This is for map notetags. Although I just tried all the plugin commands for tiling layers and it looks like they're not working either. :aswt2:
 
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