RMMZ Visustella CoreEngine with DK Localization Compatibility, only the Battle Scene Actor name is not translating properly when used together

dragoonwys

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Hello! There is a problem I'm facing with using specifically: VisuStella's Core Engine
And DK's Localization plugin
All plugins are latest version, and can be done on a fresh new project containing just them.

They actually play very well with each other
Everything gets translated fine as of my current use. Skills, names, messages, system words ect do get translated from their {name} counter parts. In DK's plugin, I use the .CSV file version to store the translations with the delimiter being the " ; " symbol.

So it was a little odd when the names of the actors in the Battle Scene specifically weren't being translated when both are ON.
(Extra edit: This is same problem is also visible with a -VisuStella Battle Core & DK localization only- combination as well)

DK translation Without Visustella Core Engine
1678683152974.png

DK translation With Visustella Core Engine
1678683194665.png

I've tried placing the plugins above or under each other and it's not changing the outcome,
looking around inside the parameters for anything to do with the Battle system, came out blank too.
Perhaps I might have missed something?
As I'm not sure, can someone point me in the right direction on what I can do to get around this?

Thank you very much for taking the time to read :rhappy:
 
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r66r

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dragoonwys

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@r66r
Oh I see! Thank you very much for the explanation in the link, it makes sense.
Hopefully we can come to an understanding of it soon if they reply. :kaohi:

In case that it would be an incompatibility that can't be worked around, in your opinion, would a custom plugin that uses the standard RMMZ functions to change the way the battle screen looks overwrite such changes?
 

r66r

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I think it will work, yes. Example with the dirty code below that I used to do a quick test (written directly in rmmz_sprites.js).
Code:
Sprite_Name.prototype.updateBitmap = function() {
    const name = this.name();
    const color = this.textColor();
    if (name !== this._name || color !== this._textColor) {
        this._name = name;
        this._textColor = color;
        //this.redraw();
        this.redrawOriginal();
    }
};

Sprite_Name.prototype.redraw = function() {
    const name = this.name();
    const width = this.bitmapWidth();
    const height = this.bitmapHeight();
    this.setupFont();
    this.bitmap.clear();
    this.bitmap.drawText(name, 0, 0, width, height, "left");
};

Sprite_Name.prototype.redrawOriginal = function() {
    const name = this.name();
    const width = this.bitmapWidth();
    const height = this.bitmapHeight();
    this.setupFont();
    this.bitmap.clear();
    this.bitmap.drawText(name, 0, 0, width, height, "left");
};
As you can see, it's exactly the same original code. I just renamed the "redraw()" method to make sure it's not overwritten by a VS plugin. And it works with VS Core or VS Battle Core enabled.

So transposed into a plugin, it should be ok. But if VS could modify their code to stay as close as possible to the base code, it would be cleaner and better for us.
 

dragoonwys

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@r66r
Thank you for taking the time to explain this alternate option to me, I appreciate it!
I'll send in a suggestion for change to them on my part as well
 

r66r

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Hi @dragoonwys

I received a reply from VisuStella. Unfortunately, they will not fix their plugins, as their fix fixes another RMMZ bug. :kaoswt2:

However, they have sent me the information that will allow us to patch the problem in another way, which I have already forwarded to @DK.

Have a nice day!
 

dragoonwys

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Heyo @r66r !
Ah I see, that does look like a rather pesky bug in the base engine indeed.
At least they did give out the information on how to get around this issue, I might not be using your translation plugin at the moment but I appreciate and thank you very much for keeping up with this and forwarding the info to DK so they can fix it when they get to it! :kaojoy:

Have a good day!
 

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