taaspider

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edit: fun fact for my head cannon, the minimum height or width the gauge has to be is "5" else you won't be able to see the progress bar if you have Gauge Outline set to "On"

@taaspider is it safe to assume that Default Gauge Color 1, is what dictates the Outline color? Except when the gauge is locked of course and that setting is on

If so, would it be a heavy lift to:

1) Allow us to set the unlocked gauge outline color by itself
2) Set the thickness of the outline itself?
Actually, the outline is simply the gauge's background color. Colors 1 and 2 are both used to produce the gradient effect in the gauge. When the outline is enabled the plugin just draw the gauge bars a little bit smaller (precisely 5 pixels smaler both horizontally and vertically), so the background itself produces an outline.

It would be simple actually to add a parameter to customize both the outline color and thickness. It would be quite similar to it already does for when the skill is locked. In this case we would actually add a colored frame outside the gauge's background color, so we wouldn't replace that one (although adding a parameter for that wouldn't be a problem as well).

I could work on that this week, probably. It won't take much time. :)

1678051443525.png

1678051455119.png



It is in fact. The only entry lol
Oh my... what the hell is going on hahahaha
I tried to have a single skill in my test project to see if that would trigger the issue, but I still cannot replicate it.

So... let's try to add more info to your console output. Go to line 1410 and add a new line below it with this code:
JavaScript:
console.log($dataSkillLevels[id]);

Then go to line 1407 and add this also:
JavaScript:
console.log($dataSkillLevels);

Then start the game and send me the console output. Hopefully this will shed a light in this mistery hahaha
 

Puppet Knight

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It would be simple actually to add a parameter to customize both the outline color and thickness. It would be quite similar to it already does for when the skill is locked. In this case we would actually add a colored frame outside the gauge's background color, so we wouldn't replace that one (although adding a parameter for that wouldn't be a problem as well).

I could work on that this week, probably. It won't take much time
If you have the time, Im a customization junkie xD
 

taaspider

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Well, it appears the skill level data is really populated before it starts loading, which doesn't make sense. If it were working as expected the log would print an empty array and an "undefined" string. Not sure how this could happen... as there are only two ways the code loads the data (either from a JSON file or from the plugin manager), and either one runs only once, and never both at the same time.

My best guess at this time is that it may be conflicting with some other plugin, somehow (can't imagine how though)...

Can you send me your plugins.js file so I can take a look at your complete plugin list and parameter settings?
It is located in the js file, before the plugins folder.

If you have the time, Im a customization junkie xD
Couldn't find the time during the week, but I'll work on it on the weekend. Hopefully we can find out why that duplicated message is being so stubborn and fix that as well hahaha
 

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Can you send me your plugins.js file so I can take a look at your complete plugin list and parameter settings?
It is located in the js file, before the plugins folder.
Take a gander
 

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taaspider

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I come bearing good news! :D

I figured out what was happening with that warning messages. Turns out I was not being able to replicate the issue because I had my MapTitleScreen plugin with the option to skip the title screen enabled. When I disabled it I found out that the DataManager function used to load the data was being called twice (once when the game boots, and another when you select to start a new game). So I just added a failsafe to prevent it from running twice.

The attached test version has both this fix and new parameters to further customize gauges as you requested. Can you test it out to double check if everything is working as intended before I officially release it? :)
 

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Puppet Knight

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I come bearing good news! :D

I figured out what was happening with that warning messages. Turns out I was not being able to replicate the issue because I had my MapTitleScreen plugin with the option to skip the title screen enabled. When I disabled it I found out that the DataManager function used to load the data was being called twice (once when the game boots, and another when you select to start a new game). So I just added a failsafe to prevent it from running twice.

The attached test version has both this fix and new parameters to further customize gauges as you requested. Can you test it out to double check if everything is working as intended before I officially release it? :)
The error message is gone at New Game, however it doesn't seem like the plugin manager settings are having any impact still:

1679110695070.png
1679110704660.png


Actor Level Up messages also aren't appearing consistently. Related to that, would a "Max Level" message option be possible for when a skill has reached its highest level available.




Saw all the extra gauges! Super exciting and happy to see them thank you ! Going to be playing around with them tonight
 
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taaspider

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The error message is gone at New Game, however it doesn't seem like the plugin manager settings are having any impact still:

1679110695070.png

1679110704660.png
That's odd... I'll look into that and let you know what I find.

Actor Level Up messages also aren't appearing consistently. Related to that, would a "Max Level" message option be possible for when a skill has reached its highest level available.
I'll take a look on level up messages as well.

When a skill has reached its maximum level the gauge should remain always full. But I think would be nice to have an alternative level up message for when it reaches the max.
 

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