Screen Variables

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

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.
 

kako05

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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.
 

kako05

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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.



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.
 

kako05

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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.
 

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