gimmer_

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MapConverter, to reverse the icon loading
 

gimmer_

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Ok, just updated it again properly this time ;)
 

xiamumomo

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Ok, just updated it again properly this time ;)
I will take the tutorial video tomorrow, but my English is not good. I can only use machine translation, and it is explained in the form of subtitles. You can use it if you are satisfied
 

ShadowDragon

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@xiamumomo , I watched the video, and got 2 questions (not if you
re-watch everything before uploading, but it explains more than the
first one and really good explained, however, here are the 2 questions:

1) on time 0.49 <value: X> text here is only halve, but explained below,
what it does, did you miss this missing text on top?

2), the end is a bit cutted off on the end, which I believe it was the end
after the error explaination?

that leaves me to one final question which I either miss or not.
in the map note <HP: 10> or <HP: V * 10> does this count
if you use an event above it? that is calculated with it or overwrite it?

otherwise, it's a nice video, specially the error types you can get,
but the one thing missing which is still understandable, that new license
added, the name is added to a new actor.

Will download this video and dish the older one I have.

as for your question, if I'm satisfied on the video, I am,
but the success window and the 64x64 how they play a role is not seen,
not sure if I use the success window, but I play around with those.
 

xiamumomo

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as for your question, if I'm satisfied on the video, I am,
but the success window and the 64x64 how they play a role is not seen,
not sure if I use the success window, but I play around with those.
I didn't understand this paragraph. As for the end of the video, there is nothing to say. I made a detailed supplement in 49 seconds of the video
 
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ShadowDragon

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than I speak to this line on top.
Untitled-1.png

as for the end cutting off, maybe a simple line "Thanks for watching"
or if you have questions, leave comments below, than close it off in
a smooth transition (more user friendly).

in the video you need 64x64 tiles (which there are 3 files in total)
48x48 as for mapping
64x64 (no idea, not really explained where this is used)
and 170x170 in a single line, for the succes window (not explained),
but probably a parameter to show this.

but it's a more indepth on how to use the value (map notes or Event note).
which can help most people on the basics and solving errors.
 

xiamumomo

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but it's a more indepth on how to use the value (map notes or Event note).
which can help most people on the basics and solving errors.
This is what I modified. I don't know what needs to be improved there. If there are still things that need to be modified, I may have to wait tomorrow. I'm very tired today. Now 23:20
 

ShadowDragon

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@xiamumomo the modified version is much better and looks good :)
and a nicer closer on the end.

some parts might be a bit to fast for reading, but we can pause it,
but I wont change much to it, so I would suggest to leave it how it is.
it's perfect (for my point of view). Thank you for modify the video.

@gimmer_ in the video xiamumomo tha can be seen at 1.56 and 1.59,
you see what it's learned on the 170x170 image, but has a black box
around it with a short description (probably taken by the value of the
Region gained.

is the black box optional? or changeable to transparant or image adding?
and if it's an adding required to remove the black box, which function
call this learned popup? so I can edit it later on to replace it with an image.
 

gimmer_

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This is what I modified. I don't know what needs to be improved there. If there are still things that need to be modified, I may have to wait tomorrow. I'm very tired today. Now 23:20

This is very thorough! Looks great!

is the black box optional? or changeable to transparant or image adding?
and if it's an adding required to remove the black box, which function
call this learned popup? so I can edit it later on to replace it with an image.

The box itself is I think hardcoded as a black box. I could make the color changeable pretty easily. I might be able to lower the opacity down so the text and the picture are all that shows? But the white text might hard to read.

If you open the license board and the F12 dev console, then put int:
SceneManager._scene._windowLayer.children[3].opacity = 0
That lets you change the opacity. If you experiment around and find it fine, it's good to go.
 

ShadowDragon

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it is hardcoded on line 1244 of it's function, and the width and height
are hardcoded to 250x250 (which I can adjust), as for the color
which can be found there in '#000000' for color, but if I want to add
a image on that line, what is the best change to add one?

let image = imageManager.pictures(name of picture);? and replace '#000000'
with 'image'? also to adjust the width and height to size the image in the
correct dimension?

so I can make it a nice fitting UI for my game =)
 

gimmer_

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it is hardcoded on line 1244 of it's function, and the width and height
are hardcoded to 250x250 (which I can adjust), as for the color
which can be found there in '#000000' for color, but if I want to add
a image on that line, what is the best change to add one?

let image = imageManager.pictures(name of picture);? and replace '#000000'
with 'image'? also to adjust the width and height to size the image in the
correct dimension?

so I can make it a nice fitting UI for my game =)

Using pictures as a background for a window is actually pretty complicated process.

I'd have to look into it as a general part of my dev core.

Can you complete the variables added to the cost formula

My apologies, I haven't had much time lately to look into this one.
 

ShadowDragon

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@gimmer_ if it's not possible because of your core which I didn't check,
than it would be a bit difficult to dig out for me, because making the
window's transparant wouldn't be an issue and set it to 1 background
image, which the skills auto scroll where needed, and background
is a static and set in place.

the success window image is the question, but if things need to be
changed in the core as well, I try to fiddle around, because I dont think
anyone want to use images if they use custom window to fit all.

but I like to have a similair look that suits my UI build for menu.
which can be seen on my thread on my MenuCustomizer plugin.

as it is also a bit with the UI that I use for my save scene (through
another plugin).

so if there is a easy way or the best way I can approach it, let me know
what function I need to change to what, so I can use it for my own.

you can PM me the function so I can save it, and whenever there is
a update/bug fix, than I can update that one easely with the one
I have. (hopefully not to much to ask though)?
 

gimmer_

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@gimmer_ if it's not possible because of your core which I didn't check,
than it would be a bit difficult to dig out for me, because making the
window's transparant wouldn't be an issue and set it to 1 background
image, which the skills auto scroll where needed, and background
is a static and set in place.

the success window image is the question, but if things need to be
changed in the core as well, I try to fiddle around, because I dont think
anyone want to use images if they use custom window to fit all.

but I like to have a similair look that suits my UI build for menu.
which can be seen on my thread on my MenuCustomizer plugin.

as it is also a bit with the UI that I use for my save scene (through
another plugin).

so if there is a easy way or the best way I can approach it, let me know
what function I need to change to what, so I can use it for my own.

you can PM me the function so I can save it, and whenever there is
a update/bug fix, than I can update that one easely with the one
I have. (hopefully not to much to ask though)?
It's more that I don't have support for images as the background. Right now it's statically black, which I can update to be a color you choose, and an opacity you choose.

If I did that, a plugin like this one would let you specific the window type with a specific picture background:

Otherwise, for picture backgrounds I'd have to build this same functionality into the window. If I was going to do that, I'd probably add it to my core so you could specify any window as having a background image if you want.

It's a bit out of scope for the license board specifically though.
 

ShadowDragon

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because your current windows you use at this point:
helpWindow, face window (which I dont use, and the board window,

face window is something I can rule out so it is disabled,
the other 2 is easely to make them transparant, which require
a simple function for me to add a background for the entire scene.

same thing probably is the success window, but I can play around
and edit the code to see if it works on my end.
 

gimmer_

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So a question for using the map tags to make equations for License.json.

Right now you put in <HP:v*2> and it'll take v (the value of the node, using regionId) and multiply it by 2, and puts it in the cost section of the JSON

I'd like to change it so it stays as "v*2", so can resolve the equation on the fly. This will let you include other things like $gameVariables.value(1) or whatever.

However, I still want to have the value of the node go in as part of the equation. Normally I'd replace the string "v" with the actual value and leave the equation alone (e,g., v*2 becomes 10*2 in the cost, and when the game pulls the cost it'll resolve to 20. Then you could put something like v*$gameVariables.value(1) and it'll resolve to 10 * $gameVariables.value(1). Which lets you create curves in the game by incrementing values.

So can I change it so the map questions have to be #v#*2 so that I can look for #v# (a very unique string) and then replace it with the value.

Does that make sense?
 

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