MultiTweaks: general, map, zoom, battle, enemies, audio, options, efficiency, etc.

ScSWinter

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MultiTweaks
Rpg Maker MZ plugin - MultiTweaks: general, map, zoom, battle, enemies, audio, options, efficiency, etc.

Description
This script allows you to incorporate some improvements in the game engine (as the needs of my game requires it). Now this script can do the next things:

General
  • Start in fullscreen mode. This plugin rewrites the standard fullscreen to natively perform it in nwjs.
  • Show or hide the blink selection effect.
  • Render half of computed frames to avoid effekseer lag only when effekseer animation is playing. In other cases will render 2 of 3 frames to get more fluid experience in mid-devices. Now you can configure it from the plugin options!
  • Added an in-game option to turno on/off the optimization.
  • Disable F5 and F8.
  • Disable fastfoward.
  • Force disable scrollbars.
  • Pixel-rendering, with two levels of pixelating.
Map
  • Define the tilemap animation speed.
  • Map zoom. This script allows you to show maps with a default zoom. When activated the zoom of the map changes. Specify the map zoom using in the map notetag box the notetag Zoom:X where X is a decimal number greater than 1. You also have a plugin command usable in events to create dinamically zoom effects. Note that enter in the menu will reset the zoom to the map default one.
  • Fix sprite black lines? This option will cut the sprites one pixel in each side.
  • Fix map encounter zoom? Deactivate this option if you changed the default encounter zoom effect.
  • Always free camera. When activated, the camera will never be blocked by the edges of the map (as it works with the zoom on).
Options (won't work, but not interfere, with VisuMZ Options Plugin)
  • Configure the ON/OFF options text. Remove options and set the default values of them.
  • Added a "Global Volume" option to the window options, and the possibility to hide the secondary volume controls. Also, the option can work in a quadratic function, improving the perception of changing volume.
Battle
  • Weather in battle.
  • Auto select targets when only are one actor/enemy or when skill/item targets to all.
  • Enemies use actor classes (scaling their power and rewards). When activated the power of the enemies are scaled using actor classes. Specify the actor class using in the enemy notetag box the notetag EnemyRole:X where X is the number of the actor class. If it's not specified the default enemy stats will be used. Note that, in order to allow boss-enemy types, the HP stat always is multiplied by 10.
  • Actor battler image zoom. You can configure some aspects of this feature.
Audio
  • Stop the audio and music when the game is out focus in all platforms.
  • Audio cache system that stores in cache recently used audio files, and also adds the possibility of preemptive cache future-audio files in events, map and battle (skills and items).
  • Force to play a specified Bgm and Bgs on all maps when a switch is ON. The list of bgm, bgs and switches can be specify in the parameters of the plugin.
License
The MIT License. Credits to ScSWinter.

Known bugs
  • Now, zoomed maps can only be both-sides looped maps or free-camera no-looped maps. I just don't get with the cámera jumps at the edge of the map, when open a new scene or in map transfers. Any idea?
Note and Changelog
Please put in this thread your experience with the plugin, errors that arise or anything else related.

  • v1.7.2 Minor fixes.
  • v1.7.1 Added option to hide the scrollbars.
  • v1.6.7 Revamped pixel option and solved bugs.
  • v1.6.1 Added battler zoom options and bugfixes.
  • v1.5.3 Multiple audio playing bugfix.
  • v1.5.2 Improved optimization and option added.
  • v1.4.3 Native fullscreen, zoom fixes and better game optimization.
  • v1.3.5 Fixed event zoom command. It works now!
  • v1.3.3 Zoom options not readed fixed.
  • v1.3.2 Lots of bugfixes.
  • v1.3.0 Incorporating the zoom plugin.
  • v1.1.0 Performance option.
  • v1.0.2 Fix audio replaying bug.
  • v1.0.1 Initial public release.
 
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Milennin

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Looks good, especially the auto target one. Gotta save on those clicks in gameplay.
 

ScSWinter

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Update with game optimization, map and battler zoom, other minor options, and lots of bugfixes. Please, update to v1.3.5 to use the event zoom command. It works now!
 
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Richard John S

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Thanks for making this plugin. It will be useful. I'm just having a problem with starting in fullscreen mode, and this is happening with another plugin that's supposed to start the game fullscreen mode as well. When I launch the game with start in fullscreen, it just pushes the window to the top left. Below is an image showing the issue. It also does this with no plugins as well. If I don' press F4 in-game it will always launch in window mode in the center of the screen. If I press F4 in-game to go into fullscreen then exit the game, the next time I restart the game it does the same thing (pushes the window to the top left).
 

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ScSWinter

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Updated with new features that should fix your problem:
  1. Render half of computed frames to avoid effekseer lag [only] when effekseer animation is playing. In other cases will render 2 of 3 frames to get more fluid experience in mid-devices.
  2. Zoom fixes on blurry characters.
  3. Now, this plugin rewrites the standard fullscreen to natively perform it in nwjs.

Please, update to v1.4.3.
 

DigitalWF

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Does this fix show picture delay? My browser game I made has delay when showing picture. Since it looks like you’re trying to fix the minor bugs and optimization, may I suggest the preload image cache as well?
It’s very sad they did not fix these little things with Mz on html export.
The delay will probably happen when exporting to mobile phone too.
As for efekseer animation, not only it runs badly on some phone(without plugin or fix), the animation also has delay sometime like in mv, like 1-3 second delay before it plays.
Idk Why so many assets has delay before it is showing/playing without additional plugins?
 
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ScSWinter

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@DigitalWF Sorry, I doubt, at least in the current state of the plugin. It only preloads audio. Also, reduces the fps drops, sacrificing a bit of graphics (if you want, of course). Probably the delay is because your image is so big? Try to compress the image using tinypng.com and try again.
 

DigitalWF

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@DigitalWF Sorry, I doubt, at least in the current state of the plugin. It only preloads audio. Also, reduces the fps drops, sacrificing a bit of graphics (if you want, of course). Probably the delay is because your image is so big? Try to compress the image using tinypng.com and try again.
Well, It is a bust image so it cannot be small, I will see if compressing it can help
 

Trishy

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this is a literal lifesaver! Truly!

so, my issue is, I only need fullscreen. I tried extracting the code to a new plugin but it doesn't work because I'm dumb. it doesn't crash, it just doesn't do anything.

Either that or have everything disabled by default, since i don't know what they all do and it's scary.

I'm sure I'll use your entire plugin when i release my game but for now it's a risk.

I'll attach the mess i did, with just some options enabled.
 

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Trishy

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I found an issue, it seems the Options doesn't change anything if you use VisuStella plugins? I tried disabling Touch UI (by trying to remove the 'touchUI' icon) but it's still there. Same with adding a Global Volume.

Also, as a suggestion, I would love to have an in-game option for the "improve performance" setting. In my case the visual drawback is huge, so I have to disable it by default, but it could be great to have for some potato users.
 

ScSWinter

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@Trishy The in-game option for the "improve performance" setting has been added.

For only fullscreen this should work.
JavaScript:
(function() {
  'use strict';
  window.ScSWinter = window.ScSWinter || {};

  ScSWinter.Graphics_isFullScreen = Graphics._isFullScreen;
  Graphics._isFullScreen = function() {
    if(Utils.isNwjs()){
      var win = nw.Window.get();
      return win.isFullscreen;
    }else{
      return ScSWinter.Graphics_isFullScreen.call(this);
    }
  };
  ScSWinter.Graphics_requestFullScreen = Graphics._requestFullScreen;
  Graphics._requestFullScreen = function() {
    if(Graphics._isFullScreen()) return;
    if(Utils.isNwjs()){
      var win = nw.Window.get();
      win.enterFullscreen();
    }else{
      ScSWinter.Graphics_requestFullScreen.call(this);
    }
  };
  ScSWinter.Graphics_cancelFullScreen = Graphics._cancelFullScreen;
  Graphics._cancelFullScreen = function() {
    if(Utils.isNwjs()){
      var win = nw.Window.get();
      win.leaveFullscreen();
    }else{
      ScSWinter.Graphics_cancelFullScreen.call(this);
    }
  };

  ScSWinter.StartFullScreen = true;
  if(Utils.isNwjs() && ScSWinter.StartFullScreen){
    ScSWinter.Scene_Boot_start=Scene_Boot.prototype.start;
    Scene_Boot.prototype.start = function(){
      ScSWinter.Scene_Boot_start.call(this);
      Graphics._requestFullScreen();
    }
  }

})();
About the VisuStella Options Script.
* ---- Compatibility with VisuStella Options Script ----
* If you use VisuMZ Options Script, the options section of
* this script it won't work, but it won't interfere with the
* VisuMZ Options Script. All changes to options must be done
* from their script (and, as I know, all can be done).
*
* Optimization game option: If you use VisuMZ Options, you
* need to add the option from their script using the symbol
* optimGame. You can copy and modify a present ON/OFF option.
 

Jarro

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I was wondering if this plugin would've allowed me to use zoom below x1.00, but it doesn't seem to be the case. Is this your choice, or a limitation of the engine? Cheers!
 

ScSWinter

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@Jarro It's a limitation of the engine. Maybe can be a workaround, buy as long as I tested it, the tilemap disappears (partially or completely) if a zoom is set below x1.00. So I capped it in the plugin.
 

RK DracoRoy

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@ScSWinter When I use your plugin, the music that's played on the map will still play even during the battle transition. I have set a music for Autoplay BGM on a map.
 

ScSWinter

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@RK DracoRoy , sorry can you give more information about whats is your problem, and what do you expect to happen, and what options are using you? Thanks.
 

RK DracoRoy

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@ScSWinter

I didn't mess with any plugin parameters.

The map has a BGM that is set for Autoplay BGM.

I start the game and just walk around, then there's the random encounter as expected.

But the music still plays during the battle transition and even throughout the battle where I'm hearing two BGMs at once. I shouldn't be hearing the map theme during the battle.

With the plugin disabled, this doesn't happen to me. And I've tested it with just this one plugin enabled, no conflicts with other plugins.
 

ScSWinter

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@RK DracoRoy thanks, I think that its solved now, in the new version! Feel free to ask if something is not working as expected!
 

RK DracoRoy

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@ScSWinter I really appreciate that. I do have another one which is partially working.

The Stop out-focus audio parameter works but it only stops the audio whenever the game is minimized or if you're on another window only if it's in front of the game.

It should follow through just by being inactive. To replicate this, I have two windows side by side, not front and back.

I'm on the left side window and the audio still plays on the right side window.
 

DigitalWF

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@ScSWinter Bug Report : buffer(k) is not a function, This error happen when I use this plugin on mobile export.
 
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Hi @ScSWinter I found this glitch with smaller maps, when you use map zoom 2x by default, the camera is always at the center of the character, making you see this:

Can you fix this? Thanks!
PS: Used portrait display resolution.
 

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