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- Jan 27, 2017
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- RMMV
One question: does it happen only on the menu view, or it's the same if loading the book with the detached window?
Have fun and good luck hahaI'll need some time to test it out though (I'm finishing the final paper of my post-grad course, so I'm a bit busy hehe). If an existing preload manager is an option, it would be faster to test it out as you wait.
Is it worth it to compress my pictures ? is it a time-winner in any way?
That's not hard to implement. I may be able to release a new version with this feature in a few days (won't promise a release date though).After looking through all the options though, I was wondering if there's a way to make the detached book window / ReadBook command not automatically add books to the library window?
That's simple to solve (it is quite like you described, a simple check before loading an empty object). I'll add that to the next release as well. Thanks for the feedback!Having tried it, I noticed one minor issue with it - once the plugin is enabled, any saves created without the plugin enabled cannot be loaded.
The complete list of available books is reset on reload, so if you include a new book during development it won't break save files, but the list of books read by the player is stored (so the player can slowly fill its library throughout the game). At least that was what I tested a long time ago. I'll double check it, and if I found anything strange I'll include a fix in the next version.As an aside, if books are to be reset on reload, wouldn't it make more sense not to store them in the save at all?
Maybe I was misunderstanding, but I got the impression that it stores the entire contents of all books in the save files, which is what seemed weird since books aren't changing while the game is played. Did I misread something?The complete list of available books is reset on reload, so if you include a new book during development it won't break save files, but the list of books read by the player is stored (so the player can slowly fill its library throughout the game). At least that was what I tested a long time ago. I'll double check it, and if I found anything strange I'll include a fix in the next version.
Hmmm... yes, the entire book list is being written to the save files, and that just make save files bigger than they need to be. Even so, there's a parameters that defines if the entire book list is reset or not on load. I agree this isn't the optimal design. I'll change that on the next release, making save files lighter and keeping compatibility with previous versions.Maybe I was misunderstanding, but I got the impression that it stores the entire contents of all books in the save files, which is what seemed weird since books aren't changing while the game is played. Did I misread something?
I'll run some tests. Not all background images parameters should be required for the plugin to work (for example, if you use the default map print as your background, none of them needs to be set).One other thing I noticed is that a lot of your background image parameter definitions (in the structs) are missing "@require 1" which is needed for them to work with Exclude Unused Files.
The double quote is a special character in json syntax. So you need to either use single quotes, like you did, or escape the double quotes as Solar_Flare suggested.%img("world", 40, 20) dont work in my .json.
%img("world", 40, 20); dont work in my .json.
Or dont work in .json?
EDIT: Ok i must use %img('world', 40, 20)
Ohhh, thanks for bringing that up, as I hadn't even thought of it. Then I'll have to either avoid using inline images or ensure something else requires them.A heads up in this matter is that any picture used as inline images are not seen by the "Exclude Unused Files", as they are loaded at runtime. Keep that in mind when exporting your game.