Hi all, I hope you like the update 😁!
Do you have any ideas to keep improving this plugin? Let me know in the comments below, I add all suggestions to my to-do list.
Hi, thank you for bringing this to my attention. I believe it may be due to how RPG Maker default code queues common events, using a temporary object that is not part of save data. This means if a save occurs before the event can start running, the queued event will be lost.
Under normal RPG Maker circumstances you probably don't run into this issue, but when something gets queued right at the end of battle when it can't run and then an autosave occurs you notice it.
I will look at what I need to do to these battle common events to make sure they run after loading an autosave.
I am glad you got it working 😁
However I am not quite sure I am following... did you set up a custom ship vehicle in [CGMZ] Custom Vehicles? Or were you trying to make a custom vehicle with the id "ship"? Custom vehicles should only be used for custom vehicles, not for the default vehicles, and you should stay away from the ids "boat" "ship" and "airship" for your custom vehicles. Likewise, this plugin should only be used to add interiors to the 3 default vehicles.
The home button is a custom button. You should be able to download the demo if you would like to use it. By default, the RPG Maker button set did not include a home icon so I had to make one for this plugin.
Can you open dev tools (F8 in game), switch to the console tab in the window that opens up, and show the console view of the error? I am not able to reproduce the issue. You could also try downloading the demo and opening it in-editor to see how things were set up there.
If you would like, you can also come into the Discord for quicker troubleshooting the issue, it might be easier than through itch comments: https://discord.gg/Gbx7JXP
Hi, are you using a game file that was saved before the plugin was added when you playtest? If so, you will need to use the plugin command Change Vehicle to get it to work with your saved game. The vehicle map, etc. is save data so you can change it mid-game. If you start a new game in your playtest you should see it working if this is the issue.
Hi, all of my plugins require [CGMZ] Core to be installed above all them in the plugin manager: https://www.caspergaming.com/plugins/cgmz/core/
I think by default event graphics are drawn slightly off screen since events normally update even if they are "near the screen", but tiles and a few other things do not get drawn by default. This is also why zoom plugins usually struggle with zooming out, as they need to draw more of the map or you would just see the black void.
I do have it on my to-do list to see if I can optimize how pictures work in RPG Maker at all, now that they allow up to 500 pictures some people have ran into lag with them.
If you run into any lag you can post here and we can troubleshoot the cause / I can see if I can update this plugin to address that lag source.
Yes it will prevent parallel / autorun events from working as those are also updated via the update function. Other triggers are handled outside the update function, so should still work.
Storing an event x/y by name sounds a bit niche for a plugin, what is tedious about your current script call? I don't know if maybe I am missing some context here but it sounds like it should be able to just be a loop through all events on the map. If you would like help with a script call, you could post on the RM Planet forums where better code formatting / discussion can exist, itch comment code discussions leave a lot to be desired imo: https://forum.rmplanet.com/
Skip Update will skip the event's update function. You can still interact with the event, it controls things like movement and sprite updates (walking animation, etc).
If you do not want an event to permanently skip its update, you can use the plugin command "Change Event Update" to change its skip update status. Note that if you use this you should not also use the note tag or comment for that event.
Hi, thanks for the review 😁
You can access cgmz_altImages or other properties this plugin adds to pictures in your plugins, although you should first detect if the user has this plugin installed.
Thanks for the sound effect suggestion, that should be fairly easy to add for an on click / etc. parameter.