MJMJS - One Save Data Plugin Pack

Discussion in 'JS Plugins In Development' started by Jomarcenter, Oct 26, 2019.

  1. Jomarcenter

    Jomarcenter jomarcenter-MJM Veteran

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    MJM One Save Data plugin Pack
    Current Versions: 0.2


    Note
    this plugin works best alongside with MJM Start Screen plugin (Coming Soon) or other third-party Start Screen plugins

    Feature
    Only allowed 1 save Data (implemented)
    Change the look of the title screen to be more informational (partially implemented)
    Random Changing Background (Not yet implemented)
    Skip the load screen and just go straight to the game (implemented - Untested properly)
    Existing Save data warning upon new game(Implemented)
    Saving Data Override warning (not yet implemented)
    Disable save functionality if starting a new game with a old save data (not yet implemented)
    Key combination binding to delete save data (Not yet implemented)
    a option to delete save data (Not yet Implemented)

    How to Use
    plug and play

    Version history
    > Version 0.1

    Plugin in development

    > Version 0.2
    Added warning Message

    > Version 0.3
    Now Showing a window to the left that should contain the save data information
    Now Skipped the loading screen altogether and it will go straight to the game.
    Save window is still the same (will changed it accordingly)

    Testing Version Download
    GitHub (Stable): Not yet available
    GitLabs (eprimental/not properly tested): https://gitlab.com/jomarcenter-MJM/mjmrpgmakermvplugins/blob/master/WIP Scripts/MJMJS_OneSaveDataInfoMenu.js

    Credits

    jomarcenter-mjm

    Terms of use:
    This plugin being experimental/incomplete is not allowed to use for commercial project as of now. but once the plugin is in version 1.0 it will be available for commercial use.
    Advance Commercial use permission can be granted via PM.
    Any unauthorized reselling and unauthorized use of this plugin (including ownership thief) will result in SERIOUS legal action.
     
    Last edited: Nov 3, 2019
    #1
    Eliaquim likes this.
  2. Baggie

    Baggie Someone Veteran

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    I'm definitely interested!
     
    #2
  3. Jomarcenter

    Jomarcenter jomarcenter-MJM Veteran

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    [​IMG]

    the Plugin is almost ready and doing its job, But being a base form I want you guys to determined what is the most important information you want to see on the save information screen.

    and also I also planning to make alternative version of this plugin if you don't like the current look here.

    The next unstable version will be uploaded hopefully by tomorrow.

    And also one other thing I have no idea why the character image is not loading until I press any button and return back. if anyone have any idea what going on, it would be appreciated if I know how to fix it.
     
    Last edited: Nov 3, 2019
    #3
  4. Eliaquim

    Eliaquim Raze: The Rakuen Zero's Guardian! Veteran

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    I dont check the code yet, but I think you have to load the image.
    Try to search in the core codes, the part that preload files, like window.png etc.
     
    #4
  5. Jomarcenter

    Jomarcenter jomarcenter-MJM Veteran

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    Tried every image related object on Datamanager, IDK if I am missing something.
     
    #5
  6. Eliaquim

    Eliaquim Raze: The Rakuen Zero's Guardian! Veteran

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    @Jomarcenter
    I think that is something related to that in Rpg_Windows line 65
    Code:
    Window_Base.prototype.loadWindowskin = function() {
        this.windowskin = ImageManager.loadSystem('Window');
    };
    This function is used to load the window image from the folder system.

    There is also this one, in line 439.
    Code:
    Window_Base.prototype.drawFace = function(faceName, faceIndex, x, y, width, height) {
        width = width || Window_Base._faceWidth;
        height = height || Window_Base._faceHeight;
        var bitmap = ImageManager.loadFace(faceName);
        var pw = Window_Base._faceWidth;
        var ph = Window_Base._faceHeight;
        var sw = Math.min(width, pw);
        var sh = Math.min(height, ph);
        var dx = Math.floor(x + Math.max(width - pw, 0) / 2);
        var dy = Math.floor(y + Math.max(height - ph, 0) / 2);
        var sx = faceIndex % 4 * pw + (pw - sw) / 2;
        var sy = Math.floor(faceIndex / 4) * ph + (ph - sh) / 2;
        this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy);
    };
    Or you can take a look at the RpgManagers, around line 789.
     
    #6

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