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taaspider

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A member registered Sep 14, 2020 · View creator page →

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If you mean instructions on how to load and activate the plugin in the engine, try taking a look at the official forum, as there are a great variety of tutorials that may help you: https://forums.rpgmakerweb.com/index.php

But if you mean instructions on how to use the plugin after installing it, you can read the documentation either in the Plugin Manager interface after loading the plugin, or by opening the file in a text editor and reading the help section (which is the same text that is displayed in the Plugin Manager interface).

All my plugins are compatible with RPG Maker MV and MZ. The same steps are suitable for any of those!

Hello!

Just add the plugin file to your RPG Makers plugins folder, than enable it in the Plugin Manager inside the engine.

For details on how to use it please read through the help section! =]

Can you post a print of the console whenever the error occurs?

It should have a exception stack trace which can help me understand what is going on. It seems the plugin is trying to access an object that is not correctly initialized... I'll need the stack trace to know which one exactly.

The plugin works by applying a state to the party member you want to cover. So, you could create a skill that targets a single ally, and the player can then use it on Actor 1 to cover for him only.

However, if you mean to create a skill that covers only a specific actor, not allowing it to cover anyone else, then I think you won't be able to do that with just my plugin, at least with the current version.

Hi there!

The demo, unfortunately, is not 100% reliable for MZ reference, as I use a sort of a "hack" to have a single demo for both versions.

However, I just run a test with MZ 1.7.0 with a pure MZ project (loaded with some of my plugins only), and I was successfuly able to change fonts registered in the core database (as indicated in the image below). So if you use the engine's font customization features you should be able to use your custom font with the plugin. Keep in mind that the default "Game Font" refers to the Main Font and Number Font files specified in this menu (if I'm not mistaken).

Sorry I wasn't able to respond sooner =/

Anyway... in case anyone else stumble into this thread looking for the same thing, I did run some tests and it should work fine. You just need to add another command right after those I described to actually start using the new default pose. So the complete set of commands would be like this:

SetDefaultPose 1 ReidKnight
SetDashPose 1 ReidKnightDash
SetIdlePose 1 ReidKnightIdle
SetPose 1 ReidKnight

Sorry for the delay... I've been having little time to code and check on my messages =(

Ok... that is the behavior I expected. Reviewing my plugin's code, I think there may be a way to work around this without adding new code. It requires you to execute a few commands each time the class is changed, and you need to configure the alternate character sheets as new poses.

Let's say you have a sheet for the walking animation for Reid as a Knight (the default class), and another for Reid as a Mage. Setup a pose for each class (let's call them ReidKnight and ReidMage). Do the same for running and idle poses (ReidKnightDash, ReidKnightIdle, ReidMageDash, and ReidMageIdle).

Then, every time the character changes into the mage class call the plugin commands (or use script calls) to change the character default pose:

SetDefaultPose 1 ReidMage
SetDashPose 1 ReidMageDash
SetIdlePose 1 ReidMageIdle

The same when turning back into a knight:

SetDefaultPose 1 ReidKnight
SetDashPose 1 ReidKinghtDash
SetIdlePose 1 ReidKnightIdle

If you use the blinking feature, just have sheets for ReidKnight_blink and ReidMage_blink, for example, and be sure to set the blink pose with the %{char} tag (like %{char}_blink), so that the plugin will look for an image file according to the character file name.

I have not tested this though... I'll try to do it as soon as I'm able to, but if you manage to test it before please let me know the results!

Hello!

I've tried replicating the issue on my test project with no success. I've tested a few different settings and nothing resulted in the behavior you described, there is always a single book entry here.

Can you share your settings?
Are you using the Plugin Manager or an external JSON file as source?

If it were possible for you to share link to a test project with the issue present it would also make it a lot easier to troubleshoot.

hmmm...
Being it a Visustella plugin makes things a bit more complicated, since their code is obfuscated (and I can't look into it to adapt mine for a perfect compatibility).

However, looking at their plugin instructions, I think I may be able to do something so that checking their code would not be necessary (which may probably work for other plugins providing this same class change feature). Since it is a paid plugin though, I'm unable to run proper testings at this time. 

But tell me something... when you try to use CharacterPoses with Visustella's plugin, what happens?
It changes spritesheets successfully (just not taking into account the class change)? Or does Visustella's plugin prevent poses from working entirely?

If the spritesheets are swaped when a pose is triggered, I may be able to add some keywords to make them compatible (so that you can work with class changes). On the other hand, if the answer to the last question is true, than there's little I can do alone =/

Hello there! Sorry for the delay, I was without access to my PC for a few days...

Can you tell me (or send a link) to this other plugin you use?
I would need to take a look at how it works to see what can be done...

I have been having little time to code lately, and I already have a backlog of fixes, enhancements and new plugins, but I can definitely take a look! This plugin is one of my favorites, I would be happy to enhance it! XD

Sure, it was a rather simple thing actually. The engine has a feature which automatically parses note tags into an object inside the event called "meta". The SpeechBubble plugin didn't look for the note tag itself, it looks for the tags in this meta object.

The problem was that the way my EventTemplates plugin used to load the template event into memory skipped this automatic parse that creates the meta object, so when the SpeechBubble plugin looked for it in the event which loaded a template it wouldn't find the object and crash. What I did was make sure the templates had the meta object properly set when they are loaded into memory! =)

Hello! Huge thanks for the test project!

So, I figured out what was going on and just released version 1.0.1 with a fix. I used your test project to check if everything was working as expected and it was all 100%, but please try it yourself as well and let me know how it goes! =D

Hello there!

In theory there should not be any conflict with other notetags, as the only thing the plugin does is run a regular expression on them to check if there is a template tag present. I'll take a look at it over the weekend to figure out what is happening.

Just a question though... the bubble tag is set in the template event, or in the source event that references the template with note tags?
I'll need that info to try and replicate the issue properly! :)

Glad it worked out! :D

Hi there!

Is the List Window "hide unread books" enabled? If so, books will only be displayed after you mark them as read with plugin commands.

In theory, using the cyrillic (or any other type of alphabet) should not be a problem. I have never tested it though, so I would not rule out this possibility completely. The plugin has no restriction to using book titles or categories containing multiple words. The only thing is that when using the plugin manager as source the plugin automatically trim out blank spaces to convert the title in the book key to be referenced in plugin commands. For example, if you name your book "Это тест" (used google translate here hehe), when using a plugin command to read it you would call it "Этотест" (that applies on both MV and MZ). The title displayed on the menu is the one with blank spaces, you just need to remove them for the plugin to locate it.

Let me know if this solves your issues. If not, I may need your help setting up a test project replicating them so I can take a look. I checked on my sample project and was unable to find anything (using western alphabet though).

Hello!
You mean to command to trigger the Book Menu?

You can use the command SceneManager.push(Scene_BookMenu)
There's detailed instructions for everything at the plugin help section, including a few integration tips (inclusing Visustella's Main Menu). Be sure to give it a read! :)

Hello there!

Just letting you know that the toggle button and picture background for the smart help window features have been added in version 1.2.0! :)

Hi there!

Sorry for taking so long to reply. As it turns out, I was actively working on a few new features for this plugin, so I took the time and added menu and title support as well. Just dowload version 1.2.0 and read the updated help section on how to use it! :)

Hello!

There's two ways you can make Iavra's localization plugin work with TAA_BookMenu. The first one is to create a books.json file (or use the Plugin Manager) and set each book field as a localization key (Iavra's plugin uses #{{key}} by default, if I'm not mistaken). But that means you'll basically duplicate the entire library in yet another file.

The second way is the built-in integration I did with both plugins. To use it, set the datasource type to "Localization File" and point the file to one of your localization files. Then simply put the whole books.json structure inside your localization file (and have it on each language file with the same structure). Be sure to set the Localization Escape Code to the same key used by Iavra's plugin. And that's it!
Basically, you won't need the books.json, because its contents will be replicated into each language file (don't translate the object keys, just the texts).

I'm not sure if my explanation wasn't a bit confusing, so let me know if you still have questions.

Hello!

Currently the plugin is not prepared to work on the title and main menu scenes. It is possible to implement, but I don't really see the point, to be honest. It would function as a command description for each title or menu command, but they usually are really self explanatory.

How were you thinking on using it?
Maybe if I know what's your idea I can think about extending the plugins features.

Hello!

Unfortunately I need more info to be able to help you. Can you confirm you have configured at least one map to use as the title scene?

If yes, can you post a print from your console so I can see the full error message?

Sorry it took me this long... but version 1.1.0 has been released including offset move route commands!

That's a nice suggestion, and I can totally make it happen! :)

I was awfully busy the last few months and have acumulated quite a backlog of fixes and new features to implement (some of which I'll probably release this week). SmartHelp is actually close to the top of the list with some already mapped bugs and new features, so although it may take a while, it won't be that long!!

Hello!

I guess adding a background image option to the help window is a nice feature. I'll add that to the backlog.

As for the click / touch support, I think that's a good idea as well, but I would like a feel more details before getting down into code. Since the window can be hidden, there won't be anything to click / touch to make it visible. What I think could be done is to add an overlay button to toggle its visibility. So clicking / touching on the button would hide or show the window. Is that what you were suggesting?

Hello!
I do accept commissions from time to time depending on what it is and how fast you need it. I've been having little time to code lately, so I can't accept any requests with a tight deadline. If you're comfortable with waiting a few weeks after we agree on the requirements and price for what you need, than I would be glad to be of service!

My plugin does not have an option to trigger a skill after a successful substitution. I do like this idea though, so I'll add it to my backlog as well!

Hello there!

I have not. To be honest, I'm not familiar with the Luna Engine. I'll look into it, but I have to warn you it will take some time, as I currently have a lot of bug fixes and plugin compatibility requests piled up on my backlog. I'll get back to you as soon as I have looked into it.

The plugin current version does not included the substitute animation (which moves the substitute to the front of whom he is substituting). But I agree that not having it makes it harder to convey the player the substitution. I'm adding this to my backlog... I have a lot of fixes and enhancements piled up, so it might take some time though

Hello!

Ok... are you setting up books using an external JSON file, or the Plugin Manager?
Make sure the proper option is selected in the parameter "DataSource Type".

For the book menu entry to be automatically included in the main menu, be sure to set "Auto Place Command" is set to true. Also, if the "Hide Unread Books" within the "Menu List Window Config" settings is set to "true", books won't be listed until a plugin command is issued to mark is as read (learn book, for example).

If you're using the Plugin Manager as source for your books, the book title is automatically converted to the book key by eliminating blank spaces. So, for example, the book "Test Book Number 1" would have a key "TestBookNumber1". This key is what you need to reference when issueing the read command:

Make sure your book key is correctly referenced in the plugin command.

If none of that solves your issue, I'm gonna need to ask you to setup a simple test project, zip it and send me a download link so I can take a look on what's going on =/

Hey there! Sorry for the delay, it has been a few busy weeks over here ><

I was actually thinking about adding functions to allow moving to an offseted position, or moving while offseted (I'm not familiar with how Yanfly handles this). Would something like that work for you, or you need something more specific?

I'm interested in expanding this plugins functions... I can't promise a deadline, as I have a lot in my backlog right now, but I intend to work on this soon! :)

Hello!

You mean the menu item that leads to the actual book menu, right?

I think you can probably use Visustella's plugin for that. Just disable the "Auto Plance Command" parameter on BookMenu and use Visustella's method instead. Then you can use their plugin to select an icon and keep the same visual pattern for all entries.

Hello there!

I don't have plans to add word wrap into the plugin itself, but I do like the idea of implementing my own messaging plugin including it (and ensure it is compatible with all my plugins). I've added it to my backlog with a higher priority, but I can't promise a release date (have been having little time to code, unfrotunately). But you can work on your game expecting a compatible word wrap function will come soon! :)

Hello there!

Hmmm... I may add an enhancement in the future to properly validate encrypted images. I'll add that to my to do list (no idea when I'll get to that though). But I'm glad you found a way around it! :)

The easiest way (for me, using javascript) is to create a window inside your scene that extends the Window_Selectable class. It already includes scrolling functions, so you won't need to code them yourself unless you want to change the scrolling behavior.

At least that's how I would make it.

Hello!

Which version of BookMenu are you using?

Also... which deployment type? Is it Android / Web deployment?

The plugin checks if the image exists before loading it into the screen. If it doesn't find the image, it skips this steps instead of crashing. However, there was a bug on older versions where this check would never work for Android / Web deployments. This was fixed on 1.6.0, if my memory serves me well.

Another possible reason is the required image was not exported. If you export your game with the option to remove unused files checked, the default exporting engine does not consider BookMenu inline images (as they are dinamically loaded by the game). There's three ways of working around this issue:

  1. Not marking this option on export.
  2. Enabling this feature, then manually copying inline images to your deployed project.
  3. Running your game in test mode and issuing the $gameSystem.createExportDummy() script cal, which will create a dummy map and dummy event which will ensure all inline images are referenced by an event. Then export your game removing unused files as usual. Check the help file on how to use this command.

You mean if I accept commisions?

I may accept, depending on what it is and how fast you need it. Currently I have not been having much time to work on plugins, so I can't promise anything with a short deadline.

That is a fine example of programming black magic hahaha

Don't worry, I'm glad to be of help. Let me know if you need more bug hunting! :)

Unfortunately, I'm still unable to replicate the issue ='(

I created a clean project and copied your files over the default ones, then added a single event that adds some books to the library and run the project. But it works fine, no errors, even if I load all books at once.

The behavior you describe would happen when the plugin tries to handle dynamic background images (even if there is none configured). The ToastManager plugin adds a new layer to the scene stack, which caused issues in the past. I thought I had reinserted the same issue on version 1.6.1, but that does not seem to be the case, as the steps to replicate it then are not triggering it now.

The files you sent me... are they from your current project or a test project?

If you can setup a test project with a single map and only default resources where we can easily replicate the issue it would be really helpful. You don't need to send me the whole project, just the data and js folder, and the book json file if you use one.

Nah, you're using the plugin commands right. You're using MV's commands, but should work fine too. Also, I've seen this behavior you describe on past versions and it would regardless of how many or which books were available for the player. If it is what I think it is, there may be a combination of parameters for BookMenu causing some kind of scenario I didn't foresee (probably related to background image settings).

Can you send me the plugins.js file from your project (it's inside the js folder)? It stores all your plugin parameter settings. With that I can copy all your BookMenu settings into my test project.

Also, run your project, then press F12 (usually, if it doesn't work press F8) to open the console. If there is any error already there, print it and paste it here for me. If there's nohing on console, run this set of commands and send me the output after accessing the book menu, but before selecting any book:

SceneManager._scene._bgStackSize
SceneManager._scene.children

Then select a book and have the error occur. If any errors pop up in the console, send them to me. Also, run the following commands and send the output as well:

SceneManager._scene._bgStackSize
SceneManager._scene.children
SceneManager._scene._textWindow._bookKey

$dataBooks._books["<BOOK KEY>"].customBgMode
$dataBooks._books["<BOOK KEY>"].customBg

For the last two commands, replace <BOOK KEY> with whatever is returned by the third command (the one ending with _bookKey).

I hope that helps me find out what's going on. I tried all the parameter values I thought could cause this, but it's all working on my test project. There may be something else that I'm missing.