Absolutely, all numbers should be full numbers and not have endless decimals!
Aerosys
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Hey Nirriti,
first of all, thank you so much for your very detailed feedback!
Text Color Picker:
Yes, the text color picker uses fake colors. I always have to find a good balance between code complexity and actual results, and since most people don't change the color palette and the impact also isn't that much, I decided that the color picker uses static colors in its preview.
Blur:
I still don't know why this keeps happening, it's a completely different menu scene :/
Icons' positions:
To be fully transparent, that was a deliberate design choice to put icons to the far left. It came because most of the menus are top-to-bottom, and I always hated how Visustella didn't put the icons on the left when centering commands. It looks so "shuffled". However, I can certainly add more options, especially when a menu window is horizontal.
In the end,
thank you so much for deep-testing my plugins and making them better :)
Okay, let's go through this step by step:
- First of all, can you confirm that you press the action key when you are in the game's main menu (where you see the commands "item", "skill", etc.) ?
- Have you tested it with all other plugins switched off?
- Does your game crash, or does it run and you see the "could not read config.json" in the dev console? This error message isn't necessarily a bad thing. The config file contains the settings you choose in the toolbox, so when you start it for the first time, it simply doesn't exist yet. Although the error message looks a bit strange, I, as the programmer, cannot prevent it from being written to the console due to JavaScript and Node.js.
Thanks for your message!
Can you maybe share a screenshot with me? I cannot reproduce this problem yet.
You can also send me your config file (your game/uicustom/config.json) via mail (mail@aerosys.blog), that would help me a lot! (Don't worry about any custom pictures that are referred in the config file, I can still inspect it)
I don't think GIFs are supported in this context, and even if they were, I'm more concerned about performance issues.
However, what is actually possible are tiny animations such as blinking (including parameters such as intensity, pulse speed, ...), moving (like map parallaxes, probably very similar to your suggestion), or splitting a PNG file into X frames and cycling them through (basically the same as animated characters or battlers work)
The notetags are explained in the respective tabs (Item List Window & Item Detail Window (Image). Basically, when your image file has the name "Potion.png" and is located in img/pictures/items, then the notetags are
<Menu Grid Image: items/Potion> <Menu Image: items/Potion>
The second one is used for the item inspection window on the right.
A sample game is not planned for this project as making some and keeping it up to date is a lot of additional work.
Templates are managed in the plugin manager, and no, they don't need to be downloaded somewhere. Read more: https://aerosys.blog/templates
The error sometimes appears because the "useSnippets?" settings is incorrectly set. Make sure that in the command to generate a dungeon, the setting "useSnippets" is either on or off. This setting is also explained here: https://aerosys.blog/eventing-rpg-maker-mz
I quickly checked the code, and while one could indeed disable some mouse-click actions for windows, it would take some work to disable ALL actions (e.g., mouse wheel should be disabled, too? What about clicking on enemies for target selection?), and it would also raise the risks of interfering with other plugins
Visustella is really proactive here, and their modifications on gauges precede mine. Again, you have 2 plugins that do similar things, so in the end, one plugin (in this case, VS) will "win" over the other. By the way, in this case, it doesn't matter which plugin is loaded "more on the bottom" in the plugin manager.
In my opinion, VS should add more toggles to let the game devs decide whether they want VS to modify the gauges, or not. I'm a bit reluctant to implement a procedure into my plugin that actively force-reverts a feature of another plugin. By the way, that has nothing to do with their code obfuscation (the debugger already exposes how to revert VS functions), but it's more of a psychological question.
Fortunately, VS shows some mercy and lets the game devs actually revert their gauge modifications via some hidden way:
- Go into the Plugin Manager -> VS SkillAndStatesCore -> Skill Cost Types
- Repeat the following for HP, MP, TP:
- Open the setting "JS: draw Gauge", clear everything, and paste:
// Declare Variables const sprite = this; // Draw Gauge sprite.drawGauge() // Draw Label sprite.drawLabel() // Draw Value sprite.drawValue()
From a technical point of view, this is the cleanest way to drop VS modifications for gauges, and let my plugin take over control again.
Get the latest versions of all my customizer plugins, then open the toolbox in the main menu. In "Gauge Settings", you find a new option "enable further modifications" that gives you more control over gauges.
In the end, both VS and my plugins modify the gauges. I think you understand that I'm a bit reluctant to make my plugin deliberately revert another plugin creator's features.
























