danoplay199027

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yeah i thought as much keeps coming up i have tried both script and command
an keeps coming up as "Undefined is not a function"
 

Andar

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Then post what you have tried, we cannot help you with a problem if you don't show it.

However - did you start a new game or did you load a saved file? Because that "undefined" usually happens when either you forgot to start a new game after installing a plugin, or if you have several incompatible plugins installed.
 

danoplay199027

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So I have started a New game and even a new project.
An screen shots are of what I keep doing.
and I havnt got a save file yet Im only trying to sort out my battle sytem at the momentImage3.jpg Image4.jpg Image3.jpg Image4.jpg Image5.jpg Image6.jpg
 

LadyBaskerville

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Could you press F8 when the error comes up and show a screenshot of the console that appears as well?

Also, you said Plugin Commands weren't working either. What exactly happens when you use a Plugin Command instead? Does it give you the same error, or is it just not doing anything?
 
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danoplay199027

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If I use the Plugin Command one of 2 things happen depending on ow I select the Summon Command the first is that nothing happens the second is same thing is something like (3) is Undifiend
 

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Andar

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@danoplay199027
You should have mentioned that you are not using the default battlesystem.
All summon scripts/plugins need to be written specifically with compatibility to the battlesystem used, and in this case it clashes with the Yanfly-plugins listed on that screenshot.

Additionally, please rename your folder structure - that is another cause for problems.
The folder structure must not contain any spaces or non-latin letters, because MV requires all file- and foldernames to conform to networking rules. Check the filenames in your screenshot - see how all those spaces are converted to %20 in the title of the folder?
That only works as an override from windows, but will cause problems as soon as you go online or to other devices.

Your game title can contain spaces inside the game, but the folder name needs them removed or replaced with _
 

danoplay199027

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OH but this problem persists like I said when I use a fresh project
 

danoplay199027

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on a side note is this plugin compatible with any better battle systems as the one that comes preinstalled is rubish

Also a big thank you fixed it
 

LadyBaskerville

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What was the thing that fixed it? Did renaming the project folder do it?

Actually, the plugin should be compatible with most custom battle systems (except maybe for ABS) - at least it works with Yanfly's CTB.
 

danoplay199027

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Just tested It and its perfect! spent ages making summons with call events but was very long for each one this is brilliant
 

danoplay199027

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there was one thing in my folders that wasn't being used that seemed to interfere was a unused character sprite sheet
 

Andar

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[dpost]danoplay199027[/dpost]
 

LadyBaskerville

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Updated to version 1.3.2!
Finished compatability with Yanfly's Victory Aftermath (and Aftermath Level Up, although that happened more or less automatically). The victory screen now has the right actors posing again, and if the EXP mode includes both Summons and regular party members (share with last / share with all), the Summons now always appear first on the EXP screen. Also added a parameter for the number of lines in the EXP screen; if your game resolution allows for it, you can have more actors appear than the number of battle members and thus make room for Summons in addition to the regular party.
SummonActorVA.png
 

Venex

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@LadyBaskerville: Thank you for sharing this plugin with us.

@Andar: Why exactly is it necessary to start a new game after installing a new plugin?

When using this script, I get the following message:
"TypeError: Cannot read property 'contains' of undefined."

I load a saved game since the player gets the summon after ~6 hours of gameplay as part of the storyline.
The plugin works when I implement it in a new test project.

Is it necessary to completely start a new game to use/test this plugin or can there be a workaround that might save me playtesting for 6+ hours?
Maybe a cheat NPC that runs some scripts or events when you talk to him/her.

Does anybody know what could be causing my error?
I assume it has got something to do with adding a new actor mid-game? The summoned actor was just there as an empty slot when I started this save game. Is it a database issue?
Does anybody know more about this or how to find a workaround to avoid playing the whole game from the beginning on?

Or maybe: When I look at the console, the plugin could have a problem with YEP_X_ActorPartySwitch.js.

Console.png Summoned_Actor.png Summon_Skill.png Common_Event.png
 

LadyBaskerville

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@Venex When you start a new game, objects like $gameParty are initialized with certain properties. Many plugins - this included - add their own code to the initialize function. This plugin adds four additional properties to the $gameParty object on initialization. (lines 255ff. in the plugin file, if you want to look at them yourself)

When you load a previous save, the objects are not initialized again. I'll try to explain what happened here to show why that is a problem:

My plugin modifies the isBattleMember function of Game_Actor. The modified function looks - among other things - for a property _LB_battleMembers in the $gameParty object (it checks an actor is contained in that list). This property is added by my plugin when the $gameParty object is initialized. Since you did not start a new game, but loaded a save file from a time when the plugin was not yet installed, the $gameParty object in that save file does not have the property. So when the isBattleMember function is called, the program tries to check if a property that does not exist (i.e. that is "undefined") "contains" something. That doesn't work; hence the error. And similar errors occur with other plugins that save their own properties in game objects.

In this case, I can tell you which script calls you need to run to repair the missed initialization:
Code:
$gameParty._LB_battleMembers = [];
$gameParty._LB_partyMembers = [];
$gameParty._LB_summon = null;
$gameParty._LB_summonId = 0;

It's not quite as easy with more complex plugins, especially when the developer is not around and you can't read Javascript well enough to find out what you have to do yourself, or when the error occurs before you can call a script that would fix it. That is why it's good practice to start a new game after adding a new plugin to the project. Most developers create debug NPCs or items to avoid having to replay the entire game from the start each time - simply give the items, equipment and levels that the player should have to them via events and then teleport to the map you want to continue on.

(Apart from all that, there might be compatability problems with my plugin and Yanfly's Actor Party Switch. If you come across any errors, or things not working the way they should, let me know.)
 

Venex

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Adding your scripts made the error disappear. Though when I summon the actor now, it does not have a name or portrait (in the CTB Turn Order Display) and there is no side-view graphic.

Also, the actor has the abilites from another class, but it cannot use those skills. The summon also doesn't deal any damage when it attacks an enemy.

Thank you for describing what caused my problem in detail and also providing two easy solutions. Helped me a lot in understanding why adding new plugins often causes problems when using them with an old save game.

Summoned_Actor_Battle.png
 

LadyBaskerville

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Since you said before that the actor was an empty slot when you started the game, that might be a database issue. I'm not sure if "empty" actors are also saved in the save data, but it looks like they are. So in your save file that actor would still be the "empty slot", without a name or portrait, and I can't think of a workaround for that. You will probably have to start a new game (with a debug event on the first map that teleports you to the correct point in the game, so that you don't have to play the first 6 hours again).
 

bohutang

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I like this plugin, thanks for your efforts, there is a suggestion,
Whether the hide only call the Summoner instead of the entire team, the other members of the normal action?
 

LadyBaskerville

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I'm not sure I understand exactly what you're asking for. Do you want to have a system where the Summon only replaces the Summoner instead of the entire party? In that case, I suggest you try SumRndmDde's Summon Core with the Replace Summons extension instead. (Currently my plugin cannot track which actor called the Summon, so including the option here would require a larger reworking of the code.)
 

bohutang

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I'm not sure I understand exactly what you're asking for. Do you want to have a system where the Summon only replaces the Summoner instead of the entire party? In that case, I suggest you try SumRndmDde's Summon Core with the Replace Summons extension instead. (Currently my plugin cannot track which actor called the Summon, so including the option here would require a larger reworking of the code.)
Yes! Sorry for my bad english!
I used SumRndm plugin, but I love your plugin!
Thank you for your quick response, I still want other ways to it
 

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