Discussion in 'JS Plugin Releases (RMMV)' started by Poryg, Mar 28, 2018.
And console is empty
Why would you use 1.0.1? Is it pirated or something?
And yes, my plugin is incompatible with that low version of rmmv. In fact many plugins out there are, not just this mine one.
About box: 1.0.1
Rpg_x.js: 1.2.0 header
Decrypter is supported from v 1.3.0 onwards. I have made a file, saveCore_NoDec that will serve as an external patch for versions without decrypter. If you intend to use mv 1.2.0, please download this patch file. I'm not sure if that makes the plugin work though, because there's been quite a number of changes and upgrades.
@WatermelonPL Have you tried updating the engine? You can get the latest one here. Be sure to follow the instructions carefully, including making a back-up of your project before doing anything.
Hi there, I really love this plugin!
Everything works great, although I cannot save.
If I disable the plugin and save, then enable it I am able to load the save,
but I cannot create one in the plugin or else I get this TypeError:
Cannot read property 'activate' of undefined
When I press f8 this the info:
TypeError: Cannot read property 'activate' of undefined
at Scene_Save.Scene_File.activateNewgameWindow (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/plugins/POR_SaveCore.js:2451:24)
at Scene_Save.Scene_File.onSavefileOk (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/plugins/POR_SaveCore.js:2464:93)
at Window_SavefileList.Window_Selectable.callHandler (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:902:31)
at Window_SavefileList.Window_Selectable.callOkHandler (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:1171:10)
at Window_SavefileList.Window_Selectable.processOk (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:1156:14)
at Window_SavefileList.onTouch (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/plugins/POR_SaveCore.js:2737:22)
at Window_SavefileList.Window_Selectable.processTouch (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:1054:18)
at Window_SavefileList.Window_Selectable.update (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:986:10)
at Array.forEach (native)
If you could help me figure out the cause I would really appreciate it!
@RunePotion I can confirm it works on my end with no issues.
Please upload the screenshot of your plugin list and possibly your game's engine version (you can find it in rpg_core.js inside game's js folder).
Oh weird :/
The error still occurs with all other plugins disabled, my version is v1.5.2
Nothing is weird in computer technology and each error has its reasons. That's why the list of plugins provides us with much more info than if you tell us "It happens even with all other plugins disabled" as many plugins aren't even supposed to have anything to do with it.
Anyway, if the issue occurs even with all plugins turned off, can you replicate it on a completely fresh project?
I see, that does makes sense.
I tried the plugin in a new project, and it worked with no problems.
I then adjusted the plugins settings in the blank project to match how it was in my game's, and it showed the error.
It looks like cause was having the New Game Start Mode's value set at 0.
I changed it to 1, but when I try to save no file is created.
It seems like it's still something I've changed up in the plugins settings,
I'll have to compare it to the default setup to see where the problem is?
Understood I'm on my way to work now, but I will take a look once I get home, because these crashes should not be normal. Thank you for the additional info.
Ah yeah, all good! Thank you, really appreciated the help
@RunePotion It was an embarrassing bug, which came from my addition to version 1.1 It's fixed now. I'll upload the fixed versions shortly as well as new changelog, since I've also removed the cache as bitmap options (they're slow).
Nice, just wrapping up Micro for release and find that this got updated! Woo!
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