1) does this happen after you started a new game or after you continued a saved game or in both cases?
2) please open your project's rpg_core.js file and tell us the number in its title line (which may or may not be identical to your editor version)
And a link to the plugin?
So which one is running - the common event or the map event?
You are calling Galv.PROJ.quickDir and passing an event id that doesn't exist on that map.
Galv.PROJ.quickDir = function(id,overrideId) {
var settings = Galv.PROJ.premade[id];
if (overrideId) {
var origId = settings.match(/\d+/i);
settings = settings.replace(origId,overrideId);
};
if (Galv.PROJ.premade[id]) eval('Galv.PROJ.dir(' + settings + ')');
};
Galv.PROJ.quickDir = function(id,overrideId) {
console.log(id);
var settings = Galv.PROJ.premade[id];
if (overrideId) {
var origId = settings.match(/\d+/i);
settings = settings.replace(origId,overrideId);
};
if (Galv.PROJ.premade[id]) eval('Galv.PROJ.dir(' + settings + ')');
};
Why are you calling the common event AND calling the plugin directly from the map?
To know which event doesn't exist, you need to look at all your conditions. What is story set to? Is #0001 in the party? What is the value of extra player and extra player 2? Which part of your code is trying to run?
How many events do you have on that map? Is every event you refer to in the common event and the map event actually there?
You could remove the call to the common event and try it again - if it happens again, you know the error is in your map event. Then you could keep the call to the common event, but put an Exit Event Processing right after it, so no more of the map event gets run, then try it again - if it happens again, you know the error is in the common event.
Or you could simplify it and get it working with just one or two events and once that's working properly, expand it to more events.
There are so many things you can try before we start just guessing.
You could change this part of the plugin:
Code:Galv.PROJ.quickDir = function(id,overrideId) { var settings = Galv.PROJ.premade[id]; if (overrideId) { var origId = settings.match(/\d+/i); settings = settings.replace(origId,overrideId); }; if (Galv.PROJ.premade[id]) eval('Galv.PROJ.dir(' + settings + ')'); };
to add another line to identify the event id:
Code:Galv.PROJ.quickDir = function(id,overrideId) { console.log(id); var settings = Galv.PROJ.premade[id]; if (overrideId) { var origId = settings.match(/\d+/i); settings = settings.replace(origId,overrideId); }; if (Galv.PROJ.premade[id]) eval('Galv.PROJ.dir(' + settings + ')'); };
then play with the console open (F8). When it crashes, the last number shown is the event id it's trying to run for and can't find.
(you don't have to quote my whole post when you reply)
Galv.PROJ.getTarget = function(id) {
if (Number.isInteger(id)) {
if (id >= -1) {
switch (id) {
Galv.PROJ.getTarget = function(id) {
console.log('Trying to target event ' + id);
if (Number.isInteger(id)) {
if (id >= -1) {
switch (id) {
Sure there's a number. 7. Right above the error message.
So it's saying, when you're trying to run it for event 7, that the event doesn't exist.
Now, you've either deleted an event and haven't created a new one to replace it (so you're missing 7 but you might have 6 and 8), or event 7 is being erased by the plugin or by something you're doing, and then you're trying to target it again.
However, just to be certain, change that part of the code back to what it originally was (you only need to remove that console.log ... line), then find this part:
Code:Galv.PROJ.getTarget = function(id) { if (Number.isInteger(id)) { if (id >= -1) { switch (id) {
and change it to this:
Code:Galv.PROJ.getTarget = function(id) { console.log('Trying to target event ' + id); if (Number.isInteger(id)) { if (id >= -1) { switch (id) {
This is where it's falling over, and this will determine if it's the same event or if it's doing something weird to the event ids.
It may be possible that it'll be a different event id each time, depending on the conditions. But it's interesting that it's the first event id you target in your map event.
so now it's saying it's trying to target event 113. Do you really have an event with id 113?
Try it again - a few times - and see if it's a different event number each time (don't post screenshots - just take a look yourself - you're looking for the line right above the red background).
If the number keeps changing, you may have to rethink your event design.
That's what it says in your screenshot.