Krimer

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ScreenVariables.js
MV ver. 1.04
MZ ver. 1.01
by Krimer

Introduction

Show multiple Texts in any place you want on your game map screen. Text are permanent for all maps unless you delete\hide or change it.
You can use text special characters to show values of your variables or show icons, change color, etc.

Script
MV Ver. - link
MZ Ver. - link

Screenshot
4c399f8d69b2d80801c8cd6f126f15d9.gif

Author's Notes

All usage instructions is in plugins help.
Feel free to use it as you wish in any kind of projects. Credits not necessary, but you can credit me if you want.
 
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bazrat

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Very cool, thanks for sharing
 

Silenity

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Sweet release.
 

---ytruuytr

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The plugin is named incorrectly. When you download it, it's screenvariables.js.js
But it's awesome. Hopefully, this won't have such performance problems as orangehud, since using ~30var sometimes it would drop performance by 2x randomly for no reason.
This plugin works with yanfly message core commands like \ow[], \fs[] changing text size or outline etc.
 
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Krimer

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Hopefully, this won't have such performance problems as orangehud.
It won't as far as i know, even with auto-refresh option. This plugin was written to replace orange plugin in one game back in 2017 :) But if you want to be extra sure, just use manual refresh.
 

---ytruuytr

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It won't as far as i know, even with auto-refresh option. This plugin was written to replace orange plugin in one game back in 2017 :) But if you want to be extra sure, just use manual refresh.
Would you consider making an option to hide variables behind certain pic id? For example pic id 50 is UI, pic id 100 is a layer which hides variables (fog etc.)
The problem is most plugins like this are not compatible with fadeout effect. The result when loading a map and fadein effect is incomplete.

Screenshot-14.png


So I thought I could create a totally black pic id 100 and imitate fadeout command with "move picture (0/255)".
 

Krimer

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Would you consider making an option to hide variables behind certain pic id?
No, sorry. But if you want you can use those script calls for fade the whole screen:
Code:
SceneManager._scene.startFadeOut(x)
SceneManager._scene.startFadeIn(x)
x - duration.
 

---ytruuytr

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No, sorry. But if you want you can use those script calls for fade the whole screen:
Code:
SceneManager._scene.startFadeOut(x)
SceneManager._scene.startFadeIn(x)
x - duration.

Do you accept prepackaged kisses as a gift?
 

Krimer

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Do you accept prepackaged kisses as a gift?
Sure, why not :D
Make sure player can't open menu during fadeout when using this script call, because opening menu will clear fadeout effect.
 

Krimer

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Added MZ version if anyone interested :)
It's just compatibility upgrade there are no new features or functionality difference compared to MV version. So i decided to stay in one thread for both versions.
 

Artille

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Added MZ version if anyone interested :)
It's just compatibility upgrade there are no new features or functionality difference compared to MV version. So i decided to stay in one thread for both versions.

I am and I want to say thank you very much!
Very neat little plugin but so powerfull!

:kaohi:

Did a test for a simple timer effect :
timer.png

Can't get any simpler than this. :D
 
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KotoYama

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Is it working?
I've tried testing your example but it would do nothing for me.

Then I turn OFF all of my pugins and got an error.

Any thoughts? This plugin is exactly what I was looking for ;(
1623921878382.png

1623921821648.png
 

Krimer

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Is it working?
Yes, it's working.
Which version do you use? Make sure you are using correct version. MV for MV, MZ for MZ. This error can occur if you are using wrong version or done something wrong on install process.
 

KotoYama

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Using MV version for MV
Here's my console log: 1624001425954.png
 

Krimer

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@KotoYama your plugin settings are wrong Auto-Refresh option in plugin need to be true or false not 'On'

I will edit description in plugin if current bring us to this problem :)
 

KotoYama

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What a failure xD Thank you! It works! What a wonderful pugin!
 

KotoYama

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Is it possible to display values of "custom" scripts?
this.addVarHudText('100', '${self(3)["y"]} test',148,self(3)["y"],true)

self(3)["X"] is a self variable. SRD Hud Maker recognizes these, but it has some other bugs that make it usable, so ScreenVariables is the best solution so far.
 

ATT_Turan

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this.addVarHudText('100', '${self(3)["y"]} test',148,self(3)["y"],true)
'${self(3)["y"]} test' isn't correct syntax. If you're trying to use a template literal, that uses ticks, not apostrophes.
 

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