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Bug Report Sticky

A topic by MythAtelier created Jun 07, 2022 Views: 2,644 Replies: 95
Viewing posts 1 to 38
Developer (2 edits) (+1)

This is a thread to report any crashes, glitches or other bugs that you have run into while using the plugin to make your games. We request that you share a screenshot of the error in question, your plugin list and which engine you are using to best be able to diagnose the problem.

You can also post in the #bug-report channel of our Community Discord where we can have a closer to real-time back and forth to troubleshoot the issue :)

(2 edits)

hey so im having  the same problem that i talked about before but i thought it was fixed but its not apparently so  what happens is if you kill you enemy with "Risky Kick" you still need to discard cards at the end of the battle now i had this that i worked like normal then it stoped i even diabled all my plugins to see if that worked but it still the same problem (sry if my english isnt so good) ps im using mv version

Developer

Hey, thanks for reporting this in!  It seems this bug is coming from our plugin itself. Card Game Combat does not currently check if the battle has ended before it processes Discarding and Removing cards. We can patch this bug for the upcoming Version 1.2 update and let you know when that comes out (should be out next week).

Also your English is fine. Let us know if you run into any other issues :)

okay thx :)

Developer

Just wanted to let you know that we released v1.2.2 which addressed this issue! Please let us know if there are any other issues

(+1)

hey thx for letting me know :) i switched over to rmmz right now and haven't tested the combat out yet but it seems fine keep up the good work

Hello,

I have been trying to get the plugin incorporated into my game for some time and after carefully reviewing the included Help Document (very appreciative of the inclusion with the download, by the way!), I am still struggling to have the plugin work without encountering errors.

Attached/below are the errors I am experiencing running MV 1.6.2. The only way I seem to be able to run the plugin is with no other plugins installed. From what I can decipher, it seems to be conflicting with Yanfly's Core Engine and Message Core plugins.  Any assistance with fixing the issue would be highly appreciated, as I am a HUGE fan of the potential this plugin provides for game mechanics. 

Thank you for your time and providing this plugin to the RPGMaker Commnity.

Developer

Hello,

Thanks for reporting this! After some brief testing it looks like our plugin is not currently compatible with YEP_X_ExtMesPack1, and very likely pack 2 as well. If you turn off that plugin, things should work properly. If not, please let me know and I'll try to figure out if there are several issues.

In the meantime, I'm adding compatibility with those message packs to my list of tasks, so look forward to that in a future update.

As an aside, I'm not sure why but YEP_X_CoreUpdatesOpt introduces a graphical bug where the images don't load right the first time you enter a battle/skill menu. It's not as bad as the crash you reported, but it's still not ideal. I'll look further into this one too.

-Isiah

(+1)

Thanks for the fast reply!

Unfortunately, turning off YEP_X_ExtMesPack1 (and YEP_X_CoreUpdatesOpt) did not seem to fix the issue. Attached are the screenshots again with both of these plugins turned off and the resulting crash errors in case they are any use to you in troubleshooting. 

Again, appreciate your responsiveness, and more than happy to wait until you've had sufficient time to investigate further. Keep up the great work!



Developer

Hello again,

We have updated the plugin to (v.1.2.0) have compatibility with YEP Extended Message Packs 1 and 2.   Still looking into the compatibility issue with YEP_X_CoreUpdatesOpt as it seems to stem from a separate problem, so we would recommend turning it off at least for now to see if the first issue has been resolved. Let us know if the new update resolves the first issue or if its still persists :)

Thanks,

MythAtelier Team

Hello again MythAtelier Team,

Congratulations on the 1.2 release! Happy to say I downloaded to ASAP as soon as I saw it released today. The new features seem great by the way and I can't wait to get them into my current game. 

I *THINK* I may have found part of the issue after more testing with your demo and my own game. As far as I can tell (and I preface this by saying upfront I know next to nothing about Javascript, coding, etc) - the Text Codes commonly used via 'YEP Message Core' are what is causing the errors found above and persisting into the 1.2 release.

I've included some screenshots but here is what I was able to find using the 1.2 Demo Project that I loaded with YEP_Core, YEP Message Core, and YEP_Skill Core plugins. In 'Test 1' I included the YEP Text Code of \I[170] to show the 170th icon in my icon set in the skill description text. When launching the game and initiating the battle, I encountered the below error. 

In 'Test 2' where I kept all the same YEP plugins but REMOVED the Text Code from the skill description text. When launching the game and initiating the battle, the game worked normally without any issues whatsoever. This would suggest that the Text Codes from YEP Message Core (\V[n], \N[n], \P[n], \G, \I[n], etc) are what is causing the errors. 

Again, I am really appreciative for the work that went into the latest release for 1.2 and your Trello Board has me very excited for the future of this plugin. I hope this feedback is of some use, as I am sure there will be many people like myself who would love this to play nice with the usual Yanfly plugin collection that the majority of RPGMaker users tend to use. 


Demo Project Bug Report w/ Text Codes on Skill

Demo Project Bug Report w/ Text Codes on Skill

YEP Text Code on Skill

YEP Text Code on Skill
Crash Report w/ Text Codes in Skill
Crash Report w/ Text Codes in Skill
Developer

Hello, Isiah here.

So I believe I know what the issue is and I can probably prepare a hotfix by the end of the day today, but first I want to get a bit more information. I think the issue is purely with the \I text code, but if you can, can you verify that other text codes are working? I believe they should be. I can test them myself when I've got the time tomorrow if you can't look at them tonight.

Thanks

Evening Isiah,

I just tested several of the other Text Codes from Yanfly's Message Core and your suspicions were correct!

I just tested several of the other Text Codes- \N[n], \Gm \C[n], \} , and  \{,  - all of which worked correctly, with the noted exception of \I as you theorized. 

Let me know if I can be of any other assistance and thanks again for such a speedy reply.

-Koa

Developer

Okay, I've made the hotfix and uploaded it to the store page. You should have access to it, and I've verified that drawing icons now works as desired. I actually noticed an issue with the default behavior in the process (it would give too much padding after the icon) and I corrected it before posting the patch.

Thanks for being patient, and please let me know if there are any more issues.

-Isiah

(1 edit)

Thanks for the patch. Unfortunately, I'm away for a period so I did not have a chance to test. I'll be sure to post the results once I am back

I really appreciate your responsiveness as a developer. Easily the best $15 I've spent on Itch to-date. If you have a Patreon or anything that I can support your team on, please let me know!

Happy to report that since the 1.2 patch, the plugin is cooperating great with Yanfly Message Core and I have made a lot of progress with the Battle System.

The only plugin conflict I experience now is with Irina's "Automatic Message Colors Plugin for RPG Maker MV." I've included below screenshots of the error and bug reports. 

I definitely do NOT expect this plugin to be compatible with every plugin out there and  I am just as happy to disable/remove Irina's plugin in order to keep the CGC plugin. I am only writing to bring it to your attention because of the nearly 50+ plugins it does currently work with, this is the only one since the 1.2 patch that it seems to have a conflict with.

As always, thanks for the great work on this plugin. I have had A LOT of fun building my game's combat system around it these past few days!


Automatic Message - Developer Report

Automatic Message - Developer Report
Automatic Message - Bug Report
Automatic Message - Bug Report
Developer

I'm glad the patch fixed the issue! I can take a look at adding compatibility for Irina's plugin. It looks like their code is obfuscated but not as much as VisuStella's plugins are for MZ, so I should be able to work with it. I think that'll likely come sometime after the next major update though. This sort of plugin would be very useful for a card game, so I'll make sure to add it to our Trello.

-Isiah

Loving the plugin so far! I'd just like to report that Yanfly's Class Change Core plugin seems to have a strange interaction with this plugin. It seems to duplicate the cards in the deck with it enabled. Switching classes makes the card count go higher and higher. Just wanted to let you know!

Developer(+1)

Thanks for letting us know about this issue! We can definitely look into adding compatibility for Yanfly Class Change Core for our next patch :)

Heya, 

i been running a test project to see how id be able to transfer the plugin to other projects and i've run into a issue. 

to my knowledge it seems like both the card battle system and turn based are clashing with one another, perhaps i'm wrong, but as attached below, bugs indicate missing images/parameters that aren't set within the actual game files (default.png).


the only other plugin i'm using is MV3D, and i had run a test prior with the plugin below yours on the demo project file, combat worked just fine.

so i must be doing something incorrectly for the card battle system to not display/function properly. 


appreciate the help!


Developer

Thanks for reporting this in!

It seems you might be missing the Default card base image and so the Card Game Combat plugin is unable to render the cards in the Battle Scene. The plugin requires at least one Default card base image as a fallback in case no other Card Art or Card Base images can be found at the plugin parameter specified directories. To resolve this issue, we believe you'll need to choose an image in the system folder for the Default Card Base plugin parameter (in the Demo Projects, this is the Card1.png image in the system folder).

If the issue does not resolve after this image is restored, let us know and we can continue to troubleshoot it with you :)

(+2)

Reporting in another plugin incompatibility: when opening the Skill menu, a crash happens when you have a plugin that aligns text automatically.  The plugins I have used that caused this issue is Biud436's Message Align and Eli's Message Actions.

Developer(+1)

Thanks for reporting these in, Percarus! We'll see if we can extend compatibility to them by our next minor update (v.1.3.5).

Developer(+1)

Hey Percarus, just wanted to let you know that our most recent plugin update (Version 1.3.5) adds compatibility to both of these plugins. Let us know if the issues continue to persist or have been resolved on your end :)

(+2)

Tested with Eli's Message Actions, and the 1.3.5 Demo. It's compatible, as long as Eli's plugins are placed above the Card Game Combat plugin. Thanks for all your work, and looking forward to the updates to come!

Adding a skill via traits on the actor page, on the class page, or on the state page (possibly also via traits on weapons and armour, but I haven't tested these) doesn't seem to add the skill to the character or class's available cards. The only things that seem to add cards properly are adding the skill via the class Learnable Skills section in the database, via the Change Skill event command, or via the Effect 'Learn Skill', for Skills.

Also, it looks like only skills in the first skill category ('Cards' in the sample project) are manageable in the deck screen or accessible in battle, even if a particular actor or class has access to those extra skill types. Scrolling to the other skill types in the deck screen shows an odd section of transparency that persists even after scrolling back to the main Cards category, and I don't think skills from any other types show up in battle (I was trying to make a skill add a card that was only usable by specific actors, via being a skill type only certain actors have). Weird bit circled in red here:


Also, you don't seem to be able to select other cards via the cursor, in battle (I haven't checked the deck menu, yet). Clicking selects the current card in battle but you can't change what you have selected by clicking anywhere (or anything short of using the keyboard, or possibly a gamepad).

If any of these should be feature requests, let me know and I'll move them to that thread instead.

Developer (1 edit) (+1)

Thanks for reporting these in!

- Skills via Traits will be supported in Version 1.5.0 with the implementation of the Traits, States and Equipment feature. Use the standard Learn Skill and Forget Skill functions to manipulate deck contents for now. You can track what cards are in each Actor's deck by accessing the _skillCards variable of each Actor.

- Multiple Skill Types and Cards of different Skill Types will be supported in Version 1.4.0 with the implementation of the Card Types feature. To enforce Skill restrictions, you can keep track of the array of Skill IDs that are valid for each Actor/Class in a variable and then after any Skill is acquired run a Common Event that makes them forget the IDs of any Skills that are not in their valid Skills array.

- Cards can be selected via Mouse in battle by default, however, there is a bug in the Party Battle UI plugin that was brought up by another user. This is slated to be fixed in the upcoming Version 1.3.5 patch. We can certainly add in using Right Click to "cancel" out of selecting a card.

You can check on the delivery dates of these updates on our Trello. Hope some of these solutions help  :)

(1 edit)

Hey there. I am using Olivia's Octopath Weakness and Break System Plugins. During the battle, both Card Battle and the two plugins work flawlessly. The skills attack the enemy causing them to break and stun. The card battle UI has no hiccups. Once the battle is over I recieve this error log with Olivia's Battle Effects plugin. 


Strangely enough I did a new game save with the plugins and the battle ended fine.

OK the error pop again. 

Developer

Thanks for reporting this in (also appreciate the screenshots)! We have yet to extend compatibility to Olivia's plugins so we can study those plugins and see if we can include a fix in our next update (v.1.3.5) to resolve this issue :)

Your welcome! This will be great! :) One thing to note: this error pops up not too often. There were battles where it was fine and others were not.  It would occur in the middle of skill or when the entire deck was used. 

I will slowly add more of Olivia's plugin to see how far I can go before any more errors pop up. XD

(3 edits) (+1)
Hello!
Thanks for the nice plugin! 
I don't know JS, so I need your help if you don't mind.

I have a question on Ver 1.3. When I click [Deck] -> [Cards] -> [Click Card], it crashes.
I thought it might be due to interference between plug-ins,
but it seems to be a problem that also occurs in the sample project.
Also, it does not crash in version 1.25.

Is there any way to solve this problem?
 
Developer(+1)

Hello gamemakeru, we have rolled out a patch that we believe addresses this issue in our most recent update (version 1.3.5). Let us know if this issue continues to persist or has been resolved on your end with the updated plugin. :)

(+1)

Sorry for the late reply.

I just checked now and this bug is completely gone in my environment!
I'm really glad. Thank you!
I will continue to use it, so if I find any bugs, I will write to the foram;)

(2 edits) (+1)

Hi there! First of all, congrats for the plugin! It's a lovely piece of work and an original idea!

I just recently purchased it and fired up the demo project (I'm using MV 1.6.2). I noticed that neither the fishing minigame nor the "item" button work though. Any reason for that?

I hope this is the right place to post this ^^'

Developer

Hi, thanks for your reporting it in! We recently fixed the Item Button bug at the request of another user. Download the most recent version of the Party Combat UI (v1.03) for the fix. and that should do the trick. As for the fishing minigame, we can definitely take a look at it and see what is going on :)

Thanks! So do I simply substitute the plugin in the demo project?

Developer

Yes, that should work for now! We will roll out updated versions of the Demo Projects with the fixed UI plugin shortly.

(+1)

Hello, when using the mouse to select a hand, there are often delays or invalid responses. 

I really hope you can fix it.

Developer

Hey Siabo, thanks for reporting this in! In the GIF, it looks like the Hand Width and Min Separation between Cards parameters is too low for the size of the Cards so increasing those might help. Would you be able to give us more specifics as to what delays and invalid responses you have run into? Maybe it is an optimization thing we could look into on our end.

Thank you for your reply. I use the Demo Project (MZ) in 1.3.5. When I hover my mouse over the middle of two cards and slide to the previous card at a relatively slow speed, I cannot select this card at this time. This is why I felt the delay. I resend a GIF and observe the mouse position inside.


(1 edit)

I might have found a compatibility bug with Yanfly's Plugin Switches and Variables. When ever enabled, the "Show cards" plugin commands don't work. It doesn't matter what order the Yanfly Plugin is in either.

Developer

Thanks for reporting this in! Appreciate the screenshot and the plugin order details. We will take a look at what's causing the compatibility issue in the code and add a fix for it in the next patch :)

(+1)

Just downloaded for the first time . Demo seems to be broken. 

Developer

Hi, just checked by downloading from the store page and it seems to open and compile on our end. Could you let us know a few more details to help troubleshooting this issue:

- What version of CGC Demo Project did you download (should say on the zip folder)?

- What version of RPG Maker MZ are you using?

- Is the Actors.json file in the Project data folder? Can it be opened in a text editor?

If it is simply a matter of replacing a file we can definitely provide that for you but we want to confirm whether this is a bigger issue.

(+1)

Using Version 1.4.7 of the plugin. When turning on Simple View would remove the last skill card in the character's deck from the Skill/Deck Menu.

In the image attached, there should be a Cosmic Blast skill, but it's missing. It's in the deck, and can be used in battle, but is not shown here.

This is the plugin demo, so there should be no plugin conflict.


Here's the deck viewer with Simple View off.

Developer(+1)

Thanks for reporting this in, Percarus! We should have this bug fixed in our next update :)

Developer(+1)

Hey Percarus, version 1.5.0 just went live and we have patched a fix for this issue. Thanks for letting us know about this :)

(-1)

I love how there's a mechanic in the demo specifically for crashing the game! The discard pile is an excellent feature for those who just immediately wanna stop playing the game. And the Full Draw Potion is also really good for when players want to cause an error message and break the game! "Cannot read property 'replace' of undefined?" such poetic words!

Developer(+1)

Thank you for reporting these in! We can make sure to fix these for the next update. Could do without the sarcasm next time :)

I've notice a problem in my own game and when I tested it the test demo, it seems to be present as well. When hovering over the back arrow in both the equip screen and item screen, as well as the left/right arrows in the equip screen, the game crashes with the following error.   TypeError scene._itemWindow.hoverCard is not a function

Developer

Thanks for reporting this in! We will see if we can patch it in the next version update.

(1 edit)

Hello, I'm using version 1.5.1 for MZ, when I want to check the deck or the discard pile, problem occurred.

Developer

Thanks for letting us know! We have already noted this bug but we will put it at a higher priority to patch by next update :)

Hello, there. I always get the error : "this.isColorLocked is not a function" when i try to start a battle.

i tried on/off every plugin, the only i still have on are "IsiahCardGameCombat" + "VisuMZ_1_Messagecore" . pls help :(

Developer(+1)

Hello Luxtrooper, we can't extend compatibility for Card Game Combat with VisuStella plugin suite as per their team's request. This has been noted on the Compatibility List document we have attached on the Store Page. If VisuStella changes their policy on this matter, we will let you know once we have been able to extend compatibility to their Message Core plugin.

(+1)

oh, well ok then.thanks for the quick reply

Hi!  I'm very new to all this, so please excuse me if I am missing something obvious.  

I have a project with all of the Card apps in this bundle in it.   Everything works fine until I hit "fight" in combat, and the game crashes.  I'm not using any other mods.  The message I get is "cannot read property '_index' of undefined.  Any thoughts?

Developer

No worries, setup can be tricky. Can you share with us screenshots of the following?

- Order of Plugins in the Plugin Manager

- Contents of your img/cards Folder

- Contents of your img/system Folder

With these we can help troubleshoot your issue further :)

Developer

We did some investigating on our end and it looks like a recent update broke the ability to play without the End Turn button present. Try adding "End" back into the Button Order plugin parameter - you may have to configure the End Turn button parameters. We'll add a fix to the patch we're currently working on so you can remove that button from the game once the patch is out.

Let us know if there are any other issues, or if this doesn't fix the problem.

I tried a few things, but i won鈥檛 get this plugin with VisusStella Core to work.. i don鈥檛 know why, maybe there is some incompatiblity? Could you check that please?

Developer

Unfortunately we cannot extend compatibility to MZ VisuStella plugins. We reached out to them early on and they will not assist us in this.

Phew.. thats tough, because my game needs some of their plugins. Now i have to rethink a lot. Thanks for the answer though, really appreciate it.

When I launch the 1.1 demo for the deck editor, it crashes immediately with the following message.

TypeError

Cannot read property 'Types' of undefined

Developer

Hey Sylonkiller, thanks for the report! Just wanted to check, do you have the Card Game Combat plugin above the Deck Editor plugin in the Plugin Manager? If you hit F8 to open the console while running the project, you should see a message that says "Please make sure IsiahCGCCardTypes is placed underneath IsiahCardGameCombat".

We believe that might be the cause of this error. Let us know if you continue having an issue after rearranging the plugins.

Yes that seemed to fix it. Thank you.

(+1)

Hey, first off I wanted to just offer a sincere and whole-hearted thank you to the developers, this plugin is absolutely amazing, I would never have in my wildest thought I'd be able to make a card game with RPG Maker and being able to do so feels amazing! I had some small questions and got swift and helpful response from the devs as well, which is so cool!

I recently made a jam game for pride month with the plugin (https://unity.itch.io/gemcard) and for the most part, things worked great. There were some bugs I encountered so I wanted to list them here.

  • The "End of Turn" label in Passives seems to activate twice. (For example, making the user take damage if they have a card in their hand at the end of turn means they will take that damage twice)
  • The lethal tag, to make the actor gain MP or whatever when killing an enemy seemed to work at first but very inconsistently. By the second battle with it, it was triggering the MP effect on non-lethal hits and then not working on lethal hits. I have no idea what's wrong with it.
  • When using a card or item to gain MP after you have none, usable cards won't be highlighted even tho you now have the energy to play them. I think making a tag available that would re-check if you had the MP that you could put in Card Actions would help, like recheck MP or something.
  • If you choose to turn off the party menu, if the player presses up while a card is highlighted, the game will lock up. This wasn't a huge deal as I could fix it just by re-enabling the party menu, but might be worth looking in to for people making one-party-member games

Thanks again, and all things considered, I'm very happy with my purchase here and will more than likely be making more projects with this plugin, it's just so much fun and has so much potential! Cheers, you all are amazing! :DDD

Developer(+1)

Hello again, congrats on the release of your new game! Gemcard looks fantastic and we are very much looking forward to playing it.

Thank you so much for reporting in these bugs. We have added them to our tracker and will ensure they are fixed by the time of the next Core Engine update. We really appreciate you taking the time to learn and use our plugin :D

So.. my game just wont seem to load with any of the main plugins installed. The sample project and demo projects dont even seem to load for me to even begin to work.  Whenever I start a game for a playtest, I just get a black screen and the game never loads. It dosent crash either, so I dont have any kind of crashlog to assist in this. Could this be a me issue? 


Developer

Hey Zombiethederg, thanks for reporting this in. Afraid this might be a you issue, but let's try to solve it!  Couple things might be happening:

- What version of RPG Maker MV / MZ are you using? Have you updated RPG Maker MV / MZ to the most recent version?

- What version of NW.js do have on your computer? Have you tried updating to a more recent version?

- Try turning off the plugins one by one (start from the bottom and go up) and try running your game. At what point does standard behavior resume?

Let us know any details you may have on these questions and we can continue troubleshooting. We want to make sure you have a running Demo Project on your end :)

Thanks,

MythAtelier Team

Sorry it took me almost 20 days to respond.. live got very busy.

- As far as I know, im on the most recent version of RPGMaker MZ. Im not prompted for any updates on steam,  however nor do I know where to look.

- ... im gonna sound stupid, but what is NW.js? Is that something I can download? If so, where can I do so? 

- I tried, as you said, turning each one off and trying to see which ones could make the game work. Some stuff happened.
-Turning off "Core Engine" couldnt even get the game to the title screen. I didnt get an error or anything, just a black screen when I loaded the game.
- Anytime I turned off one of the other plugins, nothing seemed to change. Just a black screen with no error message that im unable to close without using task manager. If I close the game this way, I also cannot reopen it. Im using the "Blank Template" as a testing grounds for this. 

hey there, sorry for butting in, but by NW.js, I think they mean this:

https://forums.rpgmakerweb.com/index.php?threads/how-to-update-nw-js-to-dramatic...

https://itch.io/blog/484532/how-to-update-nwjs-in-rpg-maker-mv-for-rpg-devs

Hope that helps!

Are there any resources for updating it for MZ? This guide seems to only cover MV and when I tried to follow the steps for the windows version, it ended up just not working 

(-1)

Sorry, can't help you there. Maybe just try un- and reinstalling RPG Maker MZ?

Hi MythAtelier! 馃憢

First of all, I want to say that I really enjoy using your plugin! 馃槉It's been very helpful in my project. However, I encountered an issue I wanted to report. In both the demo file and the empty template for RPG Maker MZ, I occasionally get the following error message after a fight:

"Failed to load img/system/CardHighlight.png."

It seems like the file CardHighlight.png is missing, and the code might be referencing an incorrect path. In the "highlights" folder, I found CardHighlightSheet.png, but not CardHighlight.png.馃

I tried to recreate the issue in RPG Maker MV, and in the demo game, I got the error during a fight (not afterwards). I noticed you mentioned updating the highlight spritesheet, so I assume it's related to that. 馃檲 However, I鈥檓 not updating from a previous version—I purchased and downloaded the latest version directly.

I also tried replacing the script and image files with those from the Plugin Suite, but the error still occurred. It鈥檚 possible I made a mistake there, haha

Just thought I鈥檇 let you know. Please let me know if there's a fix for this or if there's something I can do on my end. Thanks again for your awesome work! 馃専

Best regards,
IDOLL Dev

Developer(+1)

Hey IDOLL Dev,

Thanks for reporting this in! Other users have also reported it and this one is on us. Card Action Pack 1 is not using the new Highlight system so that will be fixed in a patch coming up later this week. To get things running on your end, please follow these steps:

1. Download this image of the Highlight.png and place it in the img/system folder of your project directory.

2. Open up the project, go to the Plugin Manager and open the parameters page for Card Action Pack 1 and select this highlight image.


3. Run the project, go into a battle and check your Deck. That will always make use of this Card Highlight image. If the crash does not happen, then it should be fixed.

Let us know what is happening on your end after you have implemented these changes. We are happy to troubleshoot with you until the issue is resolved.

Thanks,

MythAtelier Team

Yes, thank you for your swift and thorough reply! :) 

Just tried it out and it works like a charm ^^

(1 edit) (+1)

Hi. I didn't know that there was place like this for bug report...

There are 2 problems(or bugs) I found.

1. When I put the words "Select X Type typeName from zoneName" on notetag, if the typename is not english, it doesn't working(I'm a korenan user and I thought that the plug-in only could support the language English but it happens Only in the case of "Select card action". So I think it is a bug.)

2. Fusion does not work for "Added" card. For example, There is Card A(skill no.10) fusioned by three Card B(skill no.11) in hand. And There is Card C(skill no.12) that has a notetag "Add 11 to hand"(add Card B to hand) If card B were in the deck at the start of the game and i draw three of them, it is fusioned to Card A. But if I use 3 Card C, added 3 Card B does not be fusioned to Card A.

Thank you for your working!

Developer(+2)

Thanks for reporting these in! We'll look into both of them :)

(2 edits)

Hello, I just made my purchase, and I encountered this error. I鈥檇 like to mention that the same error screen also appears in the test version I downloaded along with it. My RPG Maker is the MV version, and I don鈥檛 know why this is happening or how to fix it. I hope it鈥檚 something simple. (Also, since the error occurs in the test version as well, it鈥檚 probably not due to incompatibility with other plugins

I was able to get the plugins working after some troubleshooting, but for some reason, enemies don't seem to attack. Even when I manually end a turn, it just loops back to my turn. On top of this, my cards don't return to my hand, as if they were permanently removed even though they shouldn't be. I turned off all of the plugins I had that affected battles in some way, and I even copied the plugins directly from the sample projects, but I still get the bug. Even when cross-referencing my project with the example projects, I can't find any inconsistencies that would result in this happening.

I would really like to get this working, as I enjoy card-based battle systems far more than the standard turn-based ones, so I wanted to see if I could incorporate this into my current game project.

Developer

Hey Legoguy 9875,

Sorry to hear you are having these issues. Could you please post screencaps of the following from your project:

- List of all plugins in the Plugin Manager

- Plugin Parameter page for CGC Core Engine

- End Turn Button Parameter in CGC Core Engine (click to expand the box and take a screencap of that)

- Console Log when you are running a Battle (press F8 while the game is running and take a screencap of the window)

Once you have to that to us we can start troubleshooting these issues.

Thanks,

MythAtelier Team

Here's the full plugin list. I turned off all of the plugins that I knew had some effect on how combat works (I even turned off YEP Core to see if maybe it was just a YEP compatibility issue, but that didn't seem to work either)

I assume this is what you meant by the plugin parameter page? I filled in all the necessary parameters as listed in your video guide, and the cards display as they should.

The End Turn parameter should also be correct based on the video guide. The button itself does function in-game, as it would give my character TP whenever I clicked it - something that normally occurs at the start/end of a turn.

And here's the console. I did check the js file to see if I could manually correct whatever this error is referring to, but I'm not fully familiar with js scripting, so I couldn't recognize any obvious errors (also, I did disable ShowCard prior to posting this to see if that was causing the problem, but it's still not functioning

If it helps, I'm using the versions of the plugins purchased via Steam, not the Itch.io page. Thank you for the quick response!

Developer (1 edit)

Thanks for sending these through! This should help us troubleshoot what's going on.

- Plugin Manager looks good. We should be compatible with all the YEP, SRD and Kadokawa plugins you have listed. Unfamiliar with PDX plugins but it doesn't look like they interact with anything related to Card Game Combat.

- Core Engine params look good. Would you be able to send through a screencap of the Database page for Skill 2? It might be missing the Will End Turn passive which is necessary to pass the player party's turn and allow enemies to act in Battle (otherwise it always stays as the Player's Turn).

- It looks like a number of Card Types have unassigned values. This is not related to the errors you have reported, but please share a screencap of your Card Types list in the Card Types plugin parameters.  If you copied the values over from the Demo Project to a fresh project, it is possible that many of them don't match which is why the console is giving a warning.

If you can provide the screencaps requested above, we can continue working towards figuring out what's going on with your project :)

Okay wow, so I'm dumb. I didn't realize that the End Turn button was calling upon a specific skill (in hindsight, I should've realized that when I saw that clicking the button would bring up the text "player guards"

After swapping the guard skill that was there by default with the Wait skill from the example project, it works now! Enemies attack as they should, and the cards return to my hand as well. Thanks so much - I never would've thought to check the skills had you not mentioned it lol.

I'll make another post if I find any other major issues, but for now those were my main hiccups. Once again, thanks for the quick response!

As for the Card Types thing, I haven't done any edits to the skills to have them fully work with the card system yet, and they're still acting on default values. I was mainly focusing on getting the system working before I started going into that. I should be able to get those fixed on my own, but thank you for pointing me in the right direction on how to go about fixing it!

Hello!

When I defeat an enemy with the effect of the "Enter hand: Skill" skill in the draw at the start of a battle and end the battle, I get an error.

"TypeError Cannot read property 'item' of undefined"

It may also be that I draw multiple cards that specify "Enter hand: Skill" and there is a skill card with "Enter hand: Skill" even though there is no enemy, which causes the error.

This is PRG Maker MZ. Version 1.8.1.

Memo field (the skill ID called the skill itself):

<Card Type: Magic>

<Card Passives>

Enter hand: Skill 159

</Card Passives>

<Card Price: 100>

<Max Copies: 100>

<Deck Cost: 1>


Developer

Hello mofmof,

Thanks for reporting in this error! This is may be from a known bug that has been resolved for Card Game Combat Version 1.6.3 which will be coming out sometime December Week 2 of this year. We'll check back in with you to see if that bug has been resolved once the update is out.

We did notice in the last image you posted that "Enter hand: Skill 99" is outside of the <Card Passives> notetag block. Make sure to keep Card Actions and Card Passives inside their Notetag blocks so that the plugin can properly process them.

Thanks,

MythAtelier Team

Hi, I cannot use CGC with VisuStella plugin.

Will this problem be fixed soon?

I don't see anywhere mention the compatibility of CGC.

Developer(+1)

Hello,

 Their plugins are obsfuscated making it difficult to extend compatibility to them without access to the unencrypted/original code. When we request VisuStella team for assistance to extend to their suite, it was denied. Until such a time as their team feels like cooperating with us, CGC plugins will not be compatible with the VisuStella suite. We will continue to negotiate with them until a deal can be reached.

Apolgies for the inconvenience,

MythAtelier Team

Hello, playing/using the latest demo of CGC (1.6.2). Encountered an issue when new cards are purchased/won. After winning/purchasing a card, when you go to check your Collection, the game crashes with the following message:Any suggestions? Thanks in advance!

Developer

Hello Ikari Man,

Thanks for reporting this in! Turns out it is a bug with the script calls used in the Reward Common Event.

We have the solution outlined here: https://itch.io/post/10452898

Please implement the fix on your end and let us know if you are still running into this issue. If so, we will continue to troubleshoot  with you until it is resolved :)

Thanks,

MythAtelier Team

Hello again. Thank you for the quick response to my previous post. I have encountered another bug in the core game (v 1.6.2). If you go into the demo dungeon, level 1, before fighting or moving towards the first enemy and pick status (from move, retreat, or status options) and save, when you load the game and are once again given the same three options, if you pick 'move', the following error occurs. As before, thanks in advance for all of your help!