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(5 edits)

Hello Hakuen. I owe you an apology. l need your help but I also come with clarifications.  What I think happened was that I must have tested it, then updated your BitmapFont plugin which had me unable to go past its numerous errors. So I reverted back (then must have worked on commissions for some days, forgetting about that fact). Now, I managed to bypass the title screen issue (described above) with MOG's Titlescreen. But now, it occurs in CGMZ's skill shop's scene... So I MUST update the Bitmapfont plugin. Alas, it gives me the following when I try to playtest the game (first thing I see):

TypeError: Cannot read property 'BitmapFontPro' of null
    at Object.savedFonts (EliMZ_BitmapFontPro.js:648)
    at Object.findSavedFontIndex (EliMZ_BitmapFontPro.js:638)
    at CursorLayer.Sprite.findBitmapFontIndex (EliMZ_BitmapFontPro.js:1068)
    at CursorLayer.Sprite.initBitmapFontMembers (EliMZ_BitmapFontPro.js:1053)
    at CursorLayer.Sprite.initialize (EliMZ_BitmapFontPro.js:1048)
    at CursorLayer.initialize (MK_UICustomizer.js:2303)
    at new CursorLayer (MK_UICustomizer.js:2296)
    at Scene_Boot.Scene_Base.createCursorLayer (MK_UICustomizer.js:2291)
    at Scene_Boot.Scene_Base.start (MK_UICustomizer.js:2286)
    at Scene_Boot.start (rmmz_scenes.js:322)

Ive tried a lot of diff things. Nothing seemed to work. Relating to MK_UI (from Aerosys) this never gave me those errors previously. Furthermore, what's this 'cursor layer' about? Is it about my custom pointer (png)? If you need more details, please let me know. PS: For what its worth, if I disable Aerosys's plugins, the error(s) dont occur.

(+1)

Hi!

I didn't forget about this. The compatibility with CGMZ I think I already solved, but I'm working on something right now it may take a while for me to update here.

That new error happens with the most updated Bitmap Font Pro plugin?

The cursor layer is about something on the Aerosys code, you need to ask him.

Either way, wait for me to upload the new bitmap font, and then we see what will happen.

No worries. Yes, at version 2.4.2. Re-checked again in case, and its the same version on BitmapFont's page. If it may help you a notch more, When I use CGMZ's SkillShop plugin, the font IS displayed everywhere... Its only the 'Commands' (Buy, Sell, Equip, Cancel) which appear invisible (but they still work!) Come to think of it... On the title screen thing, those are also commands, yes? (New Game, Load Game, Config, Return/Shutdown). Ill hit up Aerosys at once then.

(+1)

Thanks! I will let you know hwere when I have done it.

(+2)

Hello Nirriti,

the cursor layer belongs to the menu cursor that you can enable in my plugin. If you suspect that this does not work well with Hakuen's plugin, please disable it. When disabled, the cursor should not cause any issue with other plugins. It would be nice to know whether it conflicts with this plugin.

If you cannot access my tool because your game breaks before accessing the ingame menu, do the following:

  • Open the file your_game/uicustom/config.json
  • Search for cursorStyle
  • Change "image" to "default", or remove the line entirely
(1 edit)

Heya! But I really liked that feature. Otherwise it reverts back to the selection rectangle. 🦇💦 Whats to say that another cursor replacer wouldnt cause the same issue? Speaking of cursor replacer, I do use one for my titlescreen (its thanks to the first issue named above that I had to seek another avenue to bypass it - in a way, that problem had its benefits)

I've noticed something: If I disable the cursor after turning BitmapFont (BmF) to OFF, then quit the game... Then re-enable BmF, get in game, F9 and re-enable the cursor, the game runs fine. Ive also tried again to see if it would trigger once a battle scene was loaded. It works as if nothing. I go back to the title screen (without closing the program), same thing. Its only on the first step, when the game's playtest is started, that it happens.  

(+2)

Well, there's no "one" way to implement a cursor plugin, so yes, another plugin may work fine in your project.

Nevertheless, I will try to make my plugin more defensive so it works better with other UI plugins out there. Your latest message already helps me a lot!

(3 edits)

One thing that came apparent me recently was how used I was to your custom-cursor's rectangle-frame-selector removal effect. Even in-battle, it made it vanish (which is good as I already use a cursor seen in the middle of the screen. Another selection visual in the UI at the bottom is redundant and distracting). 

Theres other plugin-magic ways to hide it, so it's fine. Though despite trying some other cursor plugin, they each have strange bugs occuring. One (TAA's) does an halfsie with its custom cursor not working when choosing an actor target (ex: Equip > Actor 1) where the cursor gets stamped into the menu and the default selection thing still appears over actors (only happens with MK_UICustomizer). As for MogHunter's, the cursor VANISHES when its on the main menu command window/scene, when overing on 'equip, skill, status), etc.' but only there. Its seen elsewhere.