TSR

The Northern Frog
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New update:

I've removed a few useless lines that might explain the "...apply of undefined" error which has been reported a few times when my plugin is used along some other non-yanfly plugins.

@Zion I'm not sure if this can help with your issue, but I don't know the Khas plugins, so I won't dig into this further. That said, if you or @ShadowDragon, or anyone can run some tests and pinpoint the faulty lines, then I will see what I can do on my side. But I won't troubleshoot and edit other peoples plugins.

Good luck!
TSR
 

Zion

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Oh thank you! Would love to try it out but there's still 1.45 online, lol.
I totally understand you don't want to change other peoples' plugins. This was never my intention. I just thought you could make them compatible, but I understand it's not so easy. Sad, but I will try to find a workaround (if your new 1.47 still doesn't solve it).
Thanks anyway for your help!
 
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TSR

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Someone reported that the last version on itchi.o is still 1.4.5. Apparently, I didn't uploaded 1.4.7 correcty yesterday. So here it is:

Regards.
 

ShadowDragon

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@Zion as the khas plugin can work above, most of the parameters wont affect
the save file correctly, as the apply is removed, the Array is troublesome.

I'm testing some things out to see the best approach to let them work together
and come back to you to let you know the progress, and a fix for them.
 

ShadowDragon

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@Zion while a bit busy and testing things around, I dont know how
to get around the array part in the core plugin that is made there.

ruling those array functions out will let it work, but I need to dig further
in the plugins which uses the array there, because most can be standard
in later versions of 1.5.x.

can you rule the array functions and see if the plugin still work for khas?
if not, could you DM the error from Khas when popped up?

than I try to help you there further, and keep this to TSR_Save strictly.
 

Zion

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@Zion while a bit busy and testing things around, I dont know how
to get around the array part in the core plugin that is made there.

ruling those array functions out will let it work, but I need to dig further
in the plugins which uses the array there, because most can be standard
in later versions of 1.5.x.

can you rule the array functions and see if the plugin still work for khas?
if not, could you DM the error from Khas when popped up?

than I try to help you there further, and keep this to TSR_Save strictly.
Oh, thank you so much, would be awesome if this issue could be fixed!
Give me one or two days, I'll send you the error message as soon as I can.
I commented out those array lines as you said, but can't use Khas' plugin anymore then, it isn't working anymore without those lines :(
The jam's deadline is on saturday, so I switched Khas' plugin for OcRam, but I can re-swap and reproduce the error, I just need some time because I'm super busy with the jam right now.
(tbh, I would love to re-roll to Khas again bc it's super easy to use)
 

heysunny

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Hi guys!

First of all, awesome plugin, thanks a lot! Is there a way to make the custom cursor image appear behind the save slot text?

1682424450215.png

The first one also has the Saved on/playtime data but it's behind the custom cursor as I'm not using it as a "frame" like it was intended.

Also, is there a way to remove the background of the general info text?

Thanks a lot!
 

ShadowDragon

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@heysunny removing the background of the general text is possible is done
through the parameters.

the cursor image above is default I think, but it is possible to set it behind.
but this is more specific to your case, but this require a cursor.z or cursor.zIndex
to set it to a lower layer.

I need to check where the cursor is set and see if it can set below the other
as it mostly works for most peoples.

either TSR can see where to change it or I could at a later time for you.
if you allow us some time, one of use will reply how and where to set a
line of code to make it work for you.
 

TSR

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Hello @heysunny, thanks for your comments.

For the background, if you're are talking about the gradient grey background behind the text, this can be removed in the plugin parameters as ShadowDragon mentionned.

To make the cursor appear behind the window contents, you need to change the sprite container.

Find this part in the plugin code and change the following line:
Code:
Window_SavefileList.prototype.createBitmapCursor = function() {
    let img = TSR.Save.customCursor;
    this._bitmapCursor = new Sprite(ImageManager.loadPicture(img, 0))
    this.addChild(this._bitmapCursor); //CHANGE TO THIS: this._windowBackSprite.addChild(this._bitmapCursor);
    this._bitmapCursor.opacity  = 0;
    this._bitmapCursor.visible  = false;
    this._bitmapCursor.hidden   = true;
    this._bitmapCursor.index    = -1;
};

Should do what you asked.
Regards,
TSR
 

heysunny

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Hello @heysunny, thanks for your comments.

For the background, if you're are talking about the gradient grey background behind the text, this can be removed in the plugin parameters as ShadowDragon mentionned.

To make the cursor appear behind the window contents, you need to change the sprite container.

Find this part in the plugin code and change the following line:
Code:
Window_SavefileList.prototype.createBitmapCursor = function() {
    let img = TSR.Save.customCursor;
    this._bitmapCursor = new Sprite(ImageManager.loadPicture(img, 0))
    this.addChild(this._bitmapCursor); //CHANGE TO THIS: this._windowBackSprite.addChild(this._bitmapCursor);
    this._bitmapCursor.opacity  = 0;
    this._bitmapCursor.visible  = false;
    this._bitmapCursor.hidden   = true;
    this._bitmapCursor.index    = -1;
};

Should do what you asked.
Regards,
TSR
Thank you for replying!

Unfortunately, that doesn't seem to work. :( Now the cursor image doesn't show up at all:

1682500387215.png
 

TSR

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Hello again @heysunny

Ok, I see...
This is how it should appear based on the modification I suggested yesterday (I made the window background greenish for more clarity):

Capture d’écran, le 2023-04-26 à 13.23.02.png

As you can see, the cursor move behind the window contents but above the window background when added to the backSprite container.
So I'm guessing your window is set to transparent. If that's the case, of course everything behind the contents will appear transparent. So what you ask won't work this way...
Right on the spot I can think a couple other ways to do this, but would require heavier modication of the code. Unfortunately, I don't have time to dive into this.
@ShadowDragon has a workshop to help peoples make their custom scene using this plugin: ShadowDragon TSR_Save workshop
Maybe you can check if he can help you.

Regards,
TSR
 

heysunny

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Hello again @heysunny

Ok, I see...
This is how it should appear based on the modification I suggested yesterday (I made the window background greenish for more clarity):

View attachment 260099

As you can see, the cursor move behind the window contents but above the window background when added to the backSprite container.
So I'm guessing your window is set to transparent. If that's the case, of course everything behind the contents will appear transparent. So what you ask won't work this way...
Right on the spot I can think a couple other ways to do this, but would require heavier modication of the code. Unfortunately, I don't have time to dive into this.
@ShadowDragon has a workshop to help peoples make their custom scene using this plugin: ShadowDragon TSR_Save workshop
Maybe you can check if he can help you.

Regards,
TSR
Aaahhh, OK, I get it now, thanks! It's actually fine if I set the BG back to normal, I'll just adjust the whole bg, having the cursor be the way it is is more important. :D Thanks again!
 

ShadowDragon

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if you want the window transparant, you can also ditch it from the window skin?
with SRD plugin to set up different window skin per scene, it might also work you
for you.

this is also to test if you dont want the window visible as I use it for some aspect inside
my game, mainly the Game Message part.
 

hexmaniac675

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hello TSR! i have a question about the command window. is it possible to use custom sprites for the command window backgrounds? also, can the box around the command window selection (save, load, etc) be changed to something else, like a custom cursor?
 

ShadowDragon

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@hexmaniac675 the way the plugin is made is not possible, however, it require coding
to do so and make it work for it.

I dont make major changes to the plugin, but you can use a different windowskin and or
TSR_TextColorAddon to change the color that shows up.

so save can be green, load to be orange, and delete being red.
image use need modifications set for the use of it.
 

hexmaniac675

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@hexmaniac675 the way the plugin is made is not possible, however, it require coding
to do so and make it work for it.

I dont make major changes to the plugin, but you can use a different windowskin and or
TSR_TextColorAddon to change the color that shows up.

so save can be green, load to be orange, and delete being red.
image use need modifications set for the use of it.
ah i see, thank you so much, this helped a lot!!
 

Inspiring_Lamb

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Hi I've been twerking this TSR_Save.js for a day now and I cant seem to solve it. I have no programming backgrounds, but I just tried to check it anyway. I am thinking of using Bgs_MenusCancelCommand.js

So, basically, all I want is to go back to main menu after pressing "Cancel" when at save scene.
I ended up with 3 ideas but nothing is impressive enough:
1.SceneManager.push(Scene_Menu)
2.SceneManager.goto(Scene_Menu)
3.SceneManager.goto(Scene_Map)

Here is the part where I made changes, at line 2928 if I am not mistaken:

Scene_File.prototype.onConfirmCancel = function() {
if (TSR.Save.singleSlot && this.mode() === 'save') {

//SceneManager.push(Scene_Menu); is wrong it will loop back to the save scene I do not know whats making this

SceneManager.goto(Scene_Menu); //answers my problem but has an issue that I have to click the return button //twice to exit the menu which is annoying, but better

//SceneManager.goto(Scene_Map); alternative but it is not realistic to send the player directly from save scene //back to map w/o passing main menu

} else {
this._CommandWindow.close();
this._listWindow.activate();
this._listWindow.help.updatePosition(TSR.Save.help_x, TSR.Save.help_y);
this._listWindow.help.setText(this.HelpText());
this._listWindow.help.open();
if (this._listWindow._bitmapCursor) this._listWindow._bitmapCursorFixed = false;
}
};

Thank you for helping.
 
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TSR

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Hello, I'm not sure I understand what you're trying to do. Going back to the menu when pressing cancel is the default behavior of the save scene... The correct code is this.popScene() which will lead back to the previous scene (Title screen or main menu).
I don't know what does Bgs_MenusCancelCommand.js, are you trying to make both plugins work together?​

Regards
 

Inspiring_Lamb

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yes I changed it because it does not work that way in my game... this.popScene() is same as SceneManager.goto(Scene_Map) which immediately sends the scene to map directly

All I want is this:
1. A am creating a main menu where it contains important stuffs including the TSR_Save (for manual saving purposes if the player wants to).
2. Whenever I click cancel from overwirte save make it to go back to main menu where I originaly came from before activating TSR_Save and not to send the player to the map directly.

Thank you for your time despite your busy schedule
 

TSR

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Hello again. I see... But this.popScene() is not the same as SceneManager.goto(Scene_Map). PopScene will go to the last scene in the stack while goto simply go to the SceneClass regardless of the scene constructor in the SceneManager stack.

So if popScene bring you to the map means that the Scene_Menu wasn't in the stack. This is probably about how you call the Scene_Save from the menu. Normally: when you call the main menu from map, it push the scene_map into the stack then it go to the scene_menu. And then when you call the save_scene (or any other scene) from the main menu, it push the scene_menu into the stack, then goes to the save_scene.
From there, if you press cancel, it goes to the last entry in the stack (scene_menu) and remove it from the stack (popScene).

In short, I suggest you leave the original code in my plugin (popScene), and check back how you call the scene from the menu.
Ex: if you used SceneManager.goto(Scene_Save) instead of SceneManager.push(Scene_Save), it will not add the scene_menu to the stack and popScene from Scene_Save will goes back to map...

Hope that help.
Regards.
 

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