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I'm not sure if you're still supporting this plugin, but is it possible to set it as a permanent buff until a plugin command removes the buffs?

I'm having an issue where the favorite food sound effect will play when using the correct item on the correct party member but it only applies the regular food buff rather than the "favorite food" one.  The item only heals the normal amount for that member too rather than all (which it's set to do). Any idea what might be the issue?

Hello there.

Sorry that you're experiencing this issue. In order for me to track down what might be causing it, I need to ask some questions:

  1. Are you using MV or MZ?
  2. If you are using MV, are you also using YEP_ItemCore?
    1. If you're using MZ instead, are you also using YEP_ItemCore via FOSSIL, or from the Independent Items patch I'd made for use with my crafting system plugin?
  3. If you are using ItemCore, are the food items giving the buff an independent item? You set this by setting an item quantity limit in the plugin parameters of ItemCore. 

I ask these questions about independent items specifically because they change the item ID of the item, and it might cause issues with this plugin detecting which item had been used (due to an oversight of mine, most likely). Clearly it knows the item being used is a favorite food, as it plays the sound effect, but it's not applying the effect to the actor, so something is going wrong.

~Ramza

I'm using MZ but the game started in MV. Switching to MZ seemed to cause a lot of issues if certain things were changed so it's a bit of a mish-mash of plugins of various version seemingly being held together by the digital equivalent of Scotch tape. A number are still MV plugins, which still work so I kinda don't want to mess with 'em (including YEP_ItemCore).

Setting the item as independent or not seems to have no effect. The main thing of being unable to use a food item for a set number of battles does work, which is the main thing I wanted with the favorite food thing being a bonus. It may be easier for both of us to just cut the losses rather than trying to figure out what exactly is conflicting in the rat's nest of plugins that rivals the mess of device cables behind my TV.

Hi there, I just bought this plugin and I get an error that say

" cannot read property 'some' of Undefined "

There are many uses of the function (some) used in this plugin, so without more information it'll be impossible for me to fully track down the cause.

Cuase the error again and open the console (f12), click the console tab, and then paste the error message it shows in there. It should give a line number, which is a good place to start.

There's a good chance this problem is happening because you're loading the plugin into a project and then loading a savefile in that project that was created before this plugin was imported. Parts of the plugin rely on some values being stored on the actors, values which are saved to them on database load, but if your savegames database was created before this plugin was installed, those values don't exist, and attempting to read them causes a crash.

~Ramza

I will try it again with new save file. Thanks

(1 edit)

If a different condition trigger is set for removing the food effect before its duration normally ends, will it end the battles duration of the food buff?

Hey there.

If a food buff has a removal condition (like being hit) or a turn duration, it will be removed normally if that trigger happens. If it has a trigger that is never met, it will still tick down every battle and be removed when the battle counter is up.

So if you have a state that is removed on damage, and also is a food buff with 3 battles, if you complete three battles without getting hit, the buff will still be removed. If you get hit once, though, it will be removed prematurely.

-Ramza

Awesome! That opens up lots of possibilities then. Thank you for making this!