NaJOJO

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Sorry to hear that!
I don't think this is a plugin conflict.
What is the version of Rpg Maker Mv that you are using? Here I'm using the latest 1.6.2, without any plugins, I don't have any problems.
Did you change anything in the core codes of Rm Mv?

Also can you show all your custom code for me to take a look?

What I'm using is the rmmv1.5.1.I don't change the core codes or anythings but I‘m still in trouble.

And how can I show my custom codes for you?
 

Eliaquim

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What I'm using is the rmmv1.5.1.I don't change the core codes or anythings but I‘m still in trouble.

And how can I show my custom codes for you?
Hi!
Go to the plugin manager and open the plugin parameters from there.
In the "Key Button Setings" there is a field for each button called "Custom Code".
Copy and paste the entire code here for me to take a look.

Umderstand, we have to confirm with the author to see if this plugin work on version 1.5.1. But I think it work ok.
 

HuskyTrooper

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Hello @Aloe Guvner
First of all thank you very much for have developed this very useful plugin. This is what I was looking for.

I found two issues, and need some help too.
  1. If you click the button that hides the constrols twice, or too quickly, the dpad buttons constantly blinks, I played with the fade values, speed and that, and I found that doesn't happen if you increase the delay to 100 frames, however it makes the moving animation of the dpad image too slow. Also, if you set both values to zero for make the dpad show and hide instantly, it will blink much faster near the other ui button that hides the control. Tried it on a completely clean project and also happens there. Maybe it's caused by MV 1.6.1. How can I fix this? Any code snippet for this issue?
  2. If you hided the ui buttons, and you for example open the map scene, and go back to map scene, the ui buttons are displayed again. Would be good to provide a function that memorizes the state of the UI, so if you hide the buttons, opens the menu, and go back to map, the buttons will be still hidden.
Also I would like to have more parameter lines to configure different buttons for different scenes, and maybe the option to enable/disable each button by enabling/disabling switches, so different kind of buttons can be used for minigames scenes for example.

Thank you in advance.
I wish the best of you.
 

NaJOJO

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Hi!
Go to the plugin manager and open the plugin parameters from there.
In the "Key Button Setings" there is a field for each button called "Custom Code".
Copy and paste the entire code here for me to take a look.

Umderstand, we have to confirm with the author to see if this plugin work on version 1.5.1. But I think it work ok.

Thank you for helping me.

{"name":"记录","inputMethod":"0","inputTrigger":"k","image":"2121212","hotImage":"1563788801967","activeScenes":"[\"Scene_Map\"]","x":"122","y":"121","soundEffect":"{\"name\":\"确定\",\"volume\":\"90\",\"pitch\":\"100\",\"pan\":\"0\"}","commonEvent":"1","customCode":"\"SceneManager.push(Scene_Item)\"","vibratePattern":"0"}

The custom code is "SceneManager.push(Scene_Item)".
 

Eliaquim

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Thank you for helping me.

{"name":"记录","inputMethod":"0","inputTrigger":"k","image":"2121212","hotImage":"1563788801967","activeScenes":"[\"Scene_Map\"]","x":"122","y":"121","soundEffect":"{\"name\":\"确定\",\"volume\":\"90\",\"pitch\":\"100\",\"pan\":\"0\"}","commonEvent":"1","customCode":"\"SceneManager.push(Scene_Item)\"","vibratePattern":"0"}

The custom code is "SceneManager.push(Scene_Item)".
Hi!
Well, I can't see anything wrong from here.
I only suspect about two things:

1 - "inputTrigger":"k" - By the default the Rm Mv do not recognize this key. So if you are using a plugin that use the letter "K" from your keyboard, you have to see how can you make this recognizable.

2 - "commonEvent":"1" - Maybe that is your problem. What's happen in this common event? Can you send a picture of this event?

Only for eliminate the possibilities, try to use the 1.6.2 version of core mv, just for check if it is related to the version of mv.
 

mrrobot

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@Aloe Guvner I am a beginner and I apologize if the question is stupid, what is the procedure for disabling the control along with the hide function? When I use the plugin command "MobileUI disable DPad" the control disappears but it still works even though it's invisible.
 

Eliaquim

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@Aloe Guvner I am a beginner and I apologize if the question is stupid, what is the procedure for disabling the control along with the hide function? When I use the plugin command "MobileUI disable DPad" the control disappears but it still works even though it's invisible.
Hi!
In the case of the DPAD, there is this parameter in the plugin:
Code:
* @param disableTouchMovement
* @text Disable Touch Movement
* @type boolean
* @desc Disable touch movement on the map when a DPad is active.
* @default false

Put it to false. Then use the plugin command to disable the DPAD.

As for the other buttons, I think that only the plugin command to disable, will work.
 

wjsrudtn001

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(Sentence is awkward using Google Translator. Please understand.)

Unlike other D-PAD plugins, this plugin does not disappear even when an event is running.
I want the buttons to disappear when the event fires.
How can I do this?
 

Eliaquim

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(Sentence is awkward using Google Translator. Please understand.)

Unlike other D-PAD plugins, this plugin does not disappear even when an event is running.
I want the buttons to disappear when the event fires.
How can I do this?
There is a option in the plugin parameters for the buttons to hide when message window is active.
But to do this with an event, you can simply put the plugin commands to hide in the beggining of an event and to show in the final.

But what exactly do you want? Only with events that player can interact? With parallel and autorun events too?
 

wjsrudtn001

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@Eliaquim You can put plugin commands for each event, but since the game is already complete,
putting plugin commands in every event is inefficient for me.

What I need is something like Yanfly's Picture Common Events or glav's MV Screen Buttons plugin.
The pads don't appear when all the "players can't move" events are executed.
(Messages, choice list, autorun events, etc....)

Note that the reason why I'm asking to use this plugin smoothly without using other plugins above is that it is related to memory usage.
 

Eliaquim

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@Eliaquim You can put plugin commands for each event, but since the game is already complete,
putting plugin commands in every event is inefficient for me.

What I need is something like Yanfly's Picture Common Events or glav's MV Screen Buttons plugin.
The pads don't appear when all the "players can't move" events are executed.
(Messages, choice list, autorun events, etc....)

Note that the reason why I'm asking to use this plugin smoothly without using other plugins above is that it is related to memory usage.

Well, using the plugin command is may be a long and hard work, but i'ts not inefficient.
But let us see another options ^^

hmm... let see if I understand.
You want to the buttons hide when:
1 - Window message e choices are active,
2 - Autorun Events
3 - And other custom events that you made in your game that the players don't move

Got it?

If the option 3 is wrong, maybe I can make a snippet to hide automatically the controls in situations listeed as options 1 and 2.
But if you want for 3 to, I assume there is no other way than you putting the plugin commands manually.

I made some edits in this plugin myself, that I can use a switch to turn on and off to hide or show the controls. But this required me to put the command to turn on or off the switch. That's in result, is the same that you use the plugin command, so it don't work for you.
 

wjsrudtn001

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@Eliaquim
I also know that some custom events require you to work with plug-in parameters manually.

However, what I need is a set of events designed to prevent players from moving in the RPG MAKER system from the beginning.
This is different from the event you created by writing a command to prevent the player from moving, such as through a plugin.

Take Glav's MV Screen Buttons plugin as an example:
The last line of the plugin is designed to automatically recognize when the screen button should not be displayed using the 'isEventRunning' function provided by mv and to hide the button.

I have very little JavaScript knowledge, but this plug-in didn't find a script that automatically recognizes situations where D-PAD should not be printed, except for hiding D-PAD when the window_message on line 1286 is called. .

+ In addition, if you hide the D-PAD via the plugin command, the D-PAD will still reappear if you enter and exit the scene where the game scene is refreshed, such as game menus, items, or saves.
 
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Eliaquim

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@Eliaquim
I also know that some custom events require you to work with plug-in parameters manually.

However, what I need is a set of events designed to prevent players from moving in the RPG MAKER system from the beginning.
This is different from the event you created by writing a command to prevent the player from moving, such as through a plugin.

Take Glav's MV Screen Buttons plugin as an example:
The last line of the plugin is designed to automatically recognize when the screen button should not be displayed using the 'isEventRunning' function provided by mv and to hide the button.

I have very little JavaScript knowledge, but this plug-in didn't find a script that automatically recognizes situations where D-PAD should not be printed, except for hiding D-PAD when the window_message on line 1286 is called. .

+ In addition, if you hide the D-PAD via the plugin command, the D-PAD will still reappear if you enter and exit the scene where the game scene is refreshed, such as game menus, items, or saves.
Sorry, friend. Even if I understand what you say I don't think I can help :/
Good luck! ^^
 

Aloe Guvner

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What I need is something like Yanfly's Picture Common Events or glav's MV Screen Buttons plugin.
The pads don't appear when all the "players can't move" events are executed.
(Messages, choice list, autorun events, etc....)
I can look into adding it, but no promises on when.

+ In addition, if you hide the D-PAD via the plugin command, the D-PAD will still reappear if you enter and exit the scene where the game scene is refreshed, such as game menus, items, or saves.
I guess there could be another plugin command that hides it permanently and remembers the hidden state through some sort of global state (maybe in $gameSystem so that it's also saved to the savefile)
 

PangurBan

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Is it possible to use formulas in the x and y parameters to change the positions of buttons after the game is loaded?
For example, using $gameVariables.value(ID) to move the buttons around at a later point?

I was hoping to use a certain button for several different screens, but it needs its position to change in order to fit each one. Is it possible to use the same button, or do I need a new one for each position?
Any help is greatly appreciated!
 

Eliaquim

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Is it possible to use formulas in the x and y parameters to change the positions of buttons after the game is loaded?
For example, using $gameVariables.value(ID) to move the buttons around at a later point?

I was hoping to use a certain button for several different screens, but it needs its position to change in order to fit each one. Is it possible to use the same button, or do I need a new one for each position?
Any help is greatly appreciated!
There is a config that you can put buttons in each scene. Said that, you can change its location for each scene. Is that you want?
 

PangurBan

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There is a config that you can put buttons in each scene. Said that, you can change its location for each scene. Is that you want?
I was planning to use the plugin to make custom menus, so the only scene I'd be accessing is the Scene_Map. I was wondering if its possible to use variables in the X and Y formulas that would react to being changed by events in the game.
Thank you for taking the time to reply!
 

Eliaquim

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I was planning to use the plugin to make custom menus, so the only scene I'd be accessing is the Scene_Map. I was wondering if it's possible to use variables in the X and Y formulas that would react to being changed by events in the game.
Thank you for taking the time to reply!
Oh! In that case, I think you can add buttons with the same functionality and same image, but you have to put a different name for them in the parameters.
You can use the plugin commands to hide buttons or change the opacity for the ones you want to hide.
The thing is if you open another scene they will show again, I think.


@Aloe Guvner I know that you already said that you will implement the feature for the plugin remember the plugin commands while change scenes. I'm anxious for that! I made a little tweak in the plugin for achieving this effect, but it looks ugly xD
But do you think you can try to implement other things like:
- Animated buttons
- Conditional Buttons(that only appears when a condition is true)
- Add a plugin parameter to some buttons to start the game already hidden.
- This last one isn't really important... But I think it would be cool if the buttons can appear outside the screen, in the black bars like the MVP_Gamepad
Screenshot_20191002-033512.png Screenshot_2019-09-18-23-13-03.png
 
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PangurBan

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Oh! In that case, I think you can add buttons with the same functionality and same image, but you have to put a different name for them in the parameters.
You can use the plugin commands to hide buttons or change the opacity for the ones you want to hide.
The thing is if you open another scene they will show again, I think.

Just to confirm, this means that parameters in the plugin cannot be changed by changing variables used in the formulas? Sorry, just want to make sure I understand!
 

Eliaquim

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Just to confirm, this means that parameters in the plugin cannot be changed by changing variables used in the formulas? Sorry, I just want to make sure I understand!
Hmm... I never tried using game variables. But I guess it will work, but the position of the buttons can only be changed when the scene changes. I don't think it will change the location in the same scene. Unless you can script call a sort of refresh or update function right after you change the value of variables. I guess you will have to try.
 

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