PangurBan

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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.
Thank you so much for the help! I tried using Scene_Manager.goto(Scene_Map) to refresh the scene, and it allows the buttons to move according to the variables!! The only issue I'm having is that refreshing the scene is also causing all the buttons that were hidden to reappear, but I can use the 'hide all' function straight after refreshing the scene to stop them showing up.
 

siuleeboss

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When using a plugin command that hides all buttons, that button still blocks the screen. Is this normal?
 

Eliaquim

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When using a plugin command that hides all buttons, that button still blocks the screen. Is this normal?
What do you mean by "block the screen"? Is that the player can't move when touch screen?
 

Aloe Guvner

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Hey everyone, sorry for being silent on this thread. I haven't had much time for RPG Maker recently (I mostly go on the forums from my phone).
I decided to not develop for mobile on my own project, so maintaining the plugin is less interesting for me. Still, I want to close out the remaining issues.

I've lost track of what I should fix, so I'll go back through the thread and put the items into Github Issues. That way the features and bug fixes won't get lost.
 

siuleeboss

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What do you mean by "block the screen"? Is that the player can't move when touch screen?
When the player touches the place where there is a virtual key, it cannot be moved.
This seems to be in conflict with other plugins. I put this plugin on the top and it seems that I have not reproduced this problem.
 

PangurBan

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Having an issue with hidden buttons reappearing. I posted earlier about how they reappear every time Scene_Map is 'refreshed', but I'm now realising that it's happening every time that the scene is changed. So, all buttons previously hidden reappear any time I transfer maps, exit battle, or exit a menu. Does anyone know why this happens or have any ideas as to how to fix it? I tried using SumRndmDde's 'Battle End Events' to hide all the buttons straight after battle ends, but this appears to take effect before returning to Scene_Map, so it doesn't resolve the issue.
 

Eliaquim

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Having an issue with hidden buttons reappearing. I posted earlier about how they reappear every time Scene_Map is 'refreshed', but I'm now realising that it's happening every time that the scene is changed. So, all buttons previously hidden reappear any time I transfer maps, exit battle, or exit a menu. Does anyone know why this happens or have any ideas as to how to fix it? I tried using SumRndmDde's 'Battle End Events' to hide all the buttons straight after battle ends, but this appears to take effect before returning to Scene_Map, so it doesn't resolve the issue.
This is the way that plugin works, it's not a bug.
Every time you change the scene the buttons get refreshed. I made a quick snippet that makes the plugin doesn't do that... but it is a little bit messy ^^''
The creator of the plugin, already told that he does not support it anymore, but will do something before he quit the support entirely. So until then, I guess we have to wait.
 

PangurBan

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For those using buttons on Scene_Map, I've found a few solutions for the constantly reappearing hidden buttons for those of us (like me) that have little JavaScript experience.
I'm using this plugin to make my own menus by using switches and variables, so while I don't have a solution for coming back from menus, I have found ways to get around it for some other changes. There's a different method for each scene change, so look under the cuts. I hope these help!

  • Download and set up SumRndmDde's Battle End Events plugin. (http://sumrndm.site/battle-end-events/)
  • Set a switch for coming back to the map. I called mine 'Battle End'.
  • Make a common event for each scenario (win, lose, flee and abort), and assign them to their correct place in the plugin.
  • Within each common event, use 'Control Switches' to change your 'Battle End' switch to 'on'.
  • Make a new common event. I called this one 'Post Battle Re-entry'. Make it an autorun, with the trigger being your change-to-map switch. Because the switch back to the map happens after the end of whichever common event you set as your Battle End Event, this common event that happens after it ends will now effect Scene_Map.
  • Within this event, place the plugin command 'VirtualButtons hide all instant'.
  • If you have buttons to make a HUD, like I do, reapply them after this command.
  • Finish off this event by turning off the 'Battle End' switch.

  • Download and set up SumRndmDde's Title Command Customizer. Alternatively, use any plugin that allows you to replace the default Title Screen commands with options or buttons that can run a common event, such as this very plugin!
  • Create a common event for when the option 'New Game' is used on the Title Menu. I called mine, funnily enough, New Game.
  • Within this event, in a script call, use the following code to mimic the default option.
    Scene_Title.prototype.commandNewGame = function() {
    DataManager.setupNewGame();
    this._commandWindow.close();
    this.fadeOutAll();
    SceneManager.goto(Scene_Map);
    };
  • At the end of the script call, add a plugin command for 'VirtualButtons hide all instant'. If you have buttons to make a HUD like I do, reapply them after this command.
  • Set this common event as the result of selecting New Game via the Title Command Customizer plugin, or by using it as the common event for the 'New Game' button in the Virtual Buttons plugin.

This is very similar to the 'New Game' method. My game only has one save file, so I use a custom 'Continue' command on the Title Menu to avoid the Save Menu. If you have more than one save file, see the spoiler under this for my idea as to how to do this for that, though I don't know if it will work in practice.
  • Download and set up SumRndmDde's Title Command Customizer. Alternatively, use any plugin that allows you to replace the default Title Screen commands with options or buttons that can run a common event, such as this very plugin!
  • Create a common event for when the option 'Continue' is used on the Title Menu. I called mine 'Load Save File'.
  • Within this event, use a script call with the following code to mimic the default option:
    if (DataManager.loadGame(1)) {
    $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
    $gamePlayer.requestMapReload();
    SceneManager.goto(Scene_Map);
    }
  • At the end of the script call, add a plugin command for 'VirtualButtons hide all instant'. If you have buttons to make a HUD like I do, reapply them after this command.
  • Set this common event as the result of selecting Continue via the Title Command Customizer plugin, or by using it as the common event for the 'Continue' button in the Virtual Buttons plugin.

Now, this one is all theory and conjecture, and it takes a bit of work. If you have your own way of doing it, great work!
  • In the same vein as the above spoiler, create a 'Continue' button for the Title Menu using either SumRndDde's customizer or Virtual Buttons. Have this button run the common event 'Load Save Files'.
  • Make the common event 'Load Save Files'. For the each save file it is possible to have, make a conditional branch (with no else branch) where the condition is the following script. ((Alternatively, use an else branch to display a greyed out or empty save slot image))
    StorageManager.exists(SAVEFILENUMBER)
  • Within each conditional branch, give the command to show a new button- the 'Save File X' button, with X being the save file number. Unfortunately, as I have a single-file system, I've not looked into displaying save file data on the title screen, such as play time, party members, or location. I thought to use SumRndmDde's HUD maker, but it only works on maps or in battles. Therefore, this may work if you use a plugin that skips the title screen and replaces it with a map, such as the Himeworks Pre-Title Events plugin, in which case, the Title Command Customizer wouldn't be used, and instead, you'd make all of your options for the title screen out of Virtual Buttons I guess??. Again, not tested, but food for thought nonetheless.
  • Create a common event for each save file, and attach it to its corresponding button in the plugin.
  • Within each common event, use a script call with the following to mimic the default buttons
    if (DataManager.loadGame(SAVEFILENUMBER)) {
    $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
    $gamePlayer.requestMapReload();
    SceneManager.goto(Scene_Map);
    }
  • At the end of the script call, add a plugin command for 'VirtualButtons hide all instant'. If you have buttons to make a HUD like I do, reapply them after this command. ((wow... this is a little repetitious hahaha))

The last, and the simplest fix! For any event that is transferring the map, use the following sequence!
  • Fadeout Screen
  • Plugin command: VirtualButtons hide all instant
  • Here insert the commands for any HUD buttons using VirtualButtons show XXXX
  • Fadein Screen
 
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siuleeboss

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When using a plugin command that hides all buttons, that button still blocks the screen. Is this normal?
I found this problem again.When the player presses the position where the virtual button is hidden, the position cannot be moved.Is this normal?
 

EseQueL

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The Disable Touch on Selectable Windows doesn't seem to work in Yanfly's Victory Aftermath window, Yanfly's Item Shop window, and dialogue or choices window.
I can still somehow click using the screen while in these windows/scenes.
 

Eliaquim

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The Disable Touch on Selectable Windows doesn't seem to work in Yanfly's Victory Aftermath window, Yanfly's Item Shop window, and dialogue or choices window.
I can still somehow click using the screen while in these windows/scenes.
Dialogue and choice windows belong to a scene map. Maybe other plugins are interfering. The other plugins, I don' t know. Try looking at the code and see the name of the scene for these windows.
 

EseQueL

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Dialogue and choice windows belong to a scene map. Maybe other plugins are interfering. The other plugins, I don' t know. Try looking at the code and see the name of the scene for these windows.
already put Scene_Map in there but I can still click on screen when messages/choices show. Yes, I've already tried to look it in the code before but they're only using Scene_Battle and Scene_Shop which are already on the block list as well but still can click on the screen. Here are the code... http://yanfly.moe/plugins/en/YEP_VictoryAftermath.js and http://yanfly.moe/plugins/en/YEP_ShopMenuCore.js

edit: ok... I used Yanfly's Touch Input Disabler and it worked. All screens/windows are now unclickable unless you click on the buttons.
 
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graykid

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If there's a demo, it's perfect.^_^
 

EseQueL

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How do I set this up so that if switch 1 is on, the button will display the hot image instead?

Edit: I found a workaround by editing the script but it requires me to set all buttons with a hot image.
 
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Superkman23

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Here's a small suggestion: Add a button type that when pressing it toggles between on and off? When it's on it would send the code or run the script every frame. This would be useful for dash buttons as the player no longer needs to hold a finger on the dash button.
 

pakorromal

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how do i remove double finger tap the screen menu.
 

suoma

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Great plugin!
 
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palatkorn

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When I press the button at the same time, it will show the menu screen.
On mobile, don't know if you have a solution to this problem
The button works well. But can not stop the menu screen, which is the default base showing a polished screen And difficult to press at the same time
 

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