Super015

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Which version you are using?

Up to version 1.4.0 the plugin used to store the whole library in the save file, which would cause the issue you describe. On later versions I have changed the way save files are handled, and we only store which books have been read, if they are marked as new, and which variable text indexes are visible. So adding a new book or changing the text of an existing one should be automatically reflected on the the game the next time it boots (you need to at least close and open the game again, or press F5, to force it to reload your settings). I just tested this with the latest version and it works perfectly :)
Hi, thanks for the answer!
I started my project with your plugin at version 1.3, updating it periodically up to 1.6.5.
I was able to solve the problem only by completely deleting the plugin and setting it up again, in this way I was able to see also the "new marks".
Now I can add new books but not new categories.

Edit.
Another problem I just discovered, the new books are lacking in content. :kaoswt2:
 
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taaspider

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Hi, thanks for the answer!
I started my project with your plugin at version 1.3, updating it periodically up to 1.6.5.
I was able to solve the problem only by completely deleting the plugin and setting it up again, in this way I was able to see also the "new marks".
Now I can add new books but not new categories.

Edit.
Another problem I just discovered, the new books are lacking in content. :kaoswt2:
Hello!

Same as new books, there should be no problem in adding new categories, as the only thing that goes into the save file is which books are marked as read, and which ones have the "new marks". The same goes for the new books contents... unless you're using the variable text feature to hide parts of it, it should be displayed without problems, as the plugin really loads the books contents at game boot, regardless of using a save file or starting a new game.

Since I've been unable to replicate it, can you PM me a test project containing the issue so I can take a look?
 

IlTerrificatore

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Demo's link shows this to me:
 

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taaspider

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Demo's link shows this to me:
Hi there!

That's strange... I think you may be using an old link. I've updated everything to point to my itch page a long time ago (just checked the main post and it is pointing to the right place). You can find its most recent version here: https://taaspider.itch.io/sample-demo-project

I've bundled up all my plugin demos on the same project.
 

IlTerrificatore

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Hi there!

That's strange... I think you may be using an old link. I've updated everything to point to my itch page a long time ago (just checked the main post and it is pointing to the right place). You can find its most recent version here: https://taaspider.itch.io/sample-demo-project

I've bundled up all my plugin demos on the same project.
This link works. Thank you very much comrade! :thumbsup-left:
 

Viranda

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Hello. Is the plugin not working on MZ 1.5? I can get to start it.

I downloaded the demo, which works fine. It says "Unkown version". When I updated its core to find out if that was the problem with my project, it indeed stopped working.
 

taaspider

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Hello. Is the plugin not working on MZ 1.5? I can get to start it.

I downloaded the demo, which works fine. It says "Unkown version". When I updated its core to find out if that was the problem with my project, it indeed stopped working.
Yes, it is working on MZ 1.5 (I just tested it here). If you're trying to update the core for the sample project I am not sure that will work. Instead of recreating the whole demo on MZ I found a way of bundling together MV and MZ init files so the same project could be opened on both engines, but it is actually a MV project.

My advice is to create a new project on MZ and test the plugin there, using the sample project just as a reference.
 

oddproject

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Could someone tell me how I could do the localization of this plugin with the L10nMV?

CONTEXT:
I tried to use the "Plugin Manager", but after doing the translation of the plugin parameters, they were not superimposed.
 
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taaspider

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Could someone tell me how I could do the localization of this plugin with the L10nMV?

CONTEXT:
I tried to use the "Plugin Manager", but after doing the translation of the plugin parameters, they were not superimposed.
You mean that the book data was not replaced with the translated texts?

I'm not sure how L10nMV does localization for plugins... taking a quick glance at the code, it seems that whenever a plugin is added to the whitelist parameter, L10nMV replaces its parameters with the translated texts you write. However, I couldn't look into it as thoroughly as would need to understand exactly how it works. But I think support from the L10nMV dev would be more helpful here. If he (or she) finds that changes are required in my plugin to make them compatible I would be happy to help!
 

oddproject

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I talked about with the creator of the localization mod,
he replied "I just checked TAA_BookMenu code, if this doesn't work for it, that's the problem that probably caused by it uses own load system."

and it really seems to be the situation of how the plugin loads.

thank you for the answer.
 

Gudako

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It is possible to change text but can images be add with variables too? I want to make a medals collection and it would show, the medals when certain actions have been completed.
 

taaspider

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It is possible to change text but can images be add with variables too? I want to make a medals collection and it would show, the medals when certain actions have been completed.
Well, you could do that by adding variable text entries for each medal (by referencing then with the %img or %in_img tags, or by referencing an icon with the default engine substitution texts), and then using the plugin commands to enable each medal as they are earned by the player.

The only restriction to this approach is that you would need to have one medal per line, as the current version won't allow you to add two or more images side by side.
 

Spocker

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Hi! Totally sorry to bother! I'm currently working on another category and I have a little issue with an image that is automatically cropped (on the right - we can see the border is cropped). I'm not sure how to avoid that, could you guide me a bit towards the good parameter? (The Test image is 1356*760).
Thank you a lot!


PrIuZGp.png


Edit: Sorry, an information I didn't give: I use the "Force Image into Window" parameter already.
 
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taaspider

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Hi @Spocker !

Took a quick look at the plugin code, and I think it might be a bug. When the "Force Image into Window" parameter is set it resizes the image to the window width, but it is not taking window padding into consideration when resizing.

I did a small fix in the attached version. Can you test it and let me know if it fixes your issue?
 

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Spocker

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Hi there! Sorry I took some time, because of holidays ^^'
It totally works, you magic master!

Image1.png
 

sanguine1038

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is there anyway to have it stored in when the player first sees it? like global switches, once the player triggers it, it stays active even after the game is closed?
 

ShadowDragon

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I'm not sure, but if you need it, why not use that plugin together?
unless it doesn't work for what you seek of course.

than it need to be either implemented or work nicely together.
 

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