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.
Just released version 1.4.1, and added a script call to make people's life easier. Before exporting your game, use the console to call $gameSystem.createExportDummy(). It will create a new map with a single tile and event with show picture commands for each inline image, so that the exclude unused files won't delete said images.
Also, there's a bunch of fixes and changes, including preloading of inline images, as discussed with
@PLUEVNR . I'll update the opening post tomorrow, but the new version is already available on
github.
Regarding its plug-in, TAA_BookMenu (v1.4.0).
Is there a possibility to hide specific categories?
What I want to do is create two separate libraries. In one library, one type of book is selected, while in another, other types of books.
The plugin was originally created with the idea of a single library, which would be expanded as the player explores the game's world. So, having multiple separate libraries is not really a feature I intended for it.
However, if you don't need the game to remember books read, you can do this using common events: create a separate common event for each library. On each common event, trigger plugin commands to forget all categories (LibraryData Forget Category categoryName) and one to learn the desired category (LibraryData Learn Category categoryName). Then call the common events when you want to load each library.
This procedure is untested, but it should work. You're actually working with a single library, but changing what is shown depending on the event called. If you want to have each library grow individually though, with books being learned throughout the game, that would require large changes to the code, which I won't implement any time soon.
The text stil isn't word wrapping when I bring up the book menu.
Have you remembered to add the "<WordWrap>" tag at the beginning of your texts?
I just tested it here and it works perfectly. Please make sure you're following Yanfly's plugin instructions as well.
In this case when I use the plugin call: OpenBookMenu All Categories are open, even with the Load Closed Categories option in the true position.
What I would like to ask for is a script or plugin call that closes all Categories before calling the Menu
I cannot reproduce this error. I tested the plugin command using the demo project, and calling OpenBookMenu with the Load Closed Categories set to true works as intended: all categories are closed when the menu loads. Please double check your configurations and make sure you're using the most recent version. If the error persists, try to duplicate it in a clean project and send me the files.
I have character books to add some knowledge to the lore. But what if I want to update a character ?
Since it's using the bookname, I can't update my Book having the same name.
is there a way to do it ?
Updating a book text is something the code was not really designed to do. It expects book texts to be fixed.
It could be done rather easily with a JSON file as source, as pointed by Solar_Flare. You could have multiple copies of your book and lear/forget then as the game progresses, thus making the player think the book was updated. To allow a similar method with the Plugin Manager as source would require big changes, which I'm also not planning to do any time soon.
If you're only planning to deploy to desktop and have no plans for web deployment, you could also try my SFG_BookFiles add-on
which I just posted.
Nice!! I'll also add a link for it in the opening post!
