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When I designed the plugin, I had considered it would be way more intuitive for users to track the slots on their own with editor variables, rather than having an abstract array most of non-programmer developers might be confused about how it work. Besides, there's times when you generate a copy or instance at some point, and only add it long after that.


But I can work something out, like adding an optional parameter to the generation commands to immediately add the generated actor, if that covers the need you ask for. Would it work for you?

I don't know for sure until I'm tinkering with it along a tutorial, I could offer $200 for the added work, this plugin is near perfect for two of my projects that would be elevated if it can make use of the classic monster tamer mechanics ( please lmk if my offer is too low, it's what I can pay straight away )  

I don't entirely understand what are you asking for, that's the issue. In summary what I understand is:
"I want the ability to add the generated actor immediately to party, instead of running a script call or manually checking variables".

If it's just that, you don't need to comission it, I can just make an update, no need to pay, to both plugins to add a parameter.
If what you want is to place the generated actor in one specific spot in party, it might take a bit  more of work which would require a later update or a commission (since it's not visual, I wouldn't ask for so much either!), since I would have to make a not so generic plugin, being your choice if to make it "replace" the actor sitting there, or move the later one spot later.

But I'm not 100% certain if adding the actor directly to party with the plugin command is what you are asking for, I just wanted to make sure, before starting to work in one direction or another!

Sorry for the poor explanation, I'm hoping  to be able to add duplicate actors without having to manually setup the Paste ID myself. Ex: let the player get 1 or 100 wolves without setting a designated Paste ID by hand for each 'version' of that wolf the player might decide to get while avoiding any duplicates from getting overwritten

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So, what you want to skip is, the green arrow, and the yellow arrow is an optional thing. That limits the plugin, and even more the control you as the developer have over the instances. You may need a party management plugin with such a change, too.


I need to think of how can I tackle this so it won't be just a limiter for simplification purposes.
Besides, doing this properly would require removing some corescript dependencies CopyActor has, and it will require through testing, but that might make it not compatible with a load of other plugins. I'll start the design phase and tell you if it would require a commission, if what I said is what you are looking for!
[Edit] Oh, I can also simply make a "limiter" extension plugin instead. It would take a lot less work (From a few months to a couple of weeks at most). Only, it would limit the actors to the free spots you can set on your game, whereas the original ones can bypass it with shenanigans. Would that be better?

I know I messed up but I don't know where along the line 

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I can't help with Visustella scripts, since they are closed code and all. Most of plugins that don't belong to their suite are incompatible with a project with any of their plugins, as far as I know (rpg maker web forums is flooded in people answering that). As for running it without other plugins, did you add ME_CopyActors somewhere above it, or ran it on its own? (It's an extension for CopyActors, it won't work if it's not there).

Also, could you show me the trace error log of running it without Visustella suite?  And just in case, the corescript version (Game > Update Corescript)?

I updated this plugin's version for the time being, which besides an option to add as you create it, includes a couple of bugs that could potentially crash your testplay.

Didn't see the crash you reported, I'll keep looking for it, but it would help a lot if you sent me a log report, like the one you sent with VisuStella plugins on.

Since we didn't get to a specific solution, I begun to make the simplifier plugin. I'd say I'm nearly 80% done. It would let you run the commands from the other two (and other related if I make them), without having to manage the data manually, other than the actorId you want to create or delete.

If you want me to show you around the demo for doubts, we can also agree on a time/date to meet on qTox, Skype or Discord, if it helps, too.