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Asked this question a couple pages back; still wondering about it:
Does the Battle AI plugin support Action Times+? I know MV's didn't since Action Times+ was very buggy, and I'd like to know if the same's true for MZ.
Personally I'd like to see Skill Learning System and Equip Skills, but if those aren't high priority then no problem. The plugins I have been using have been pretty useful (the Debugger in particular has been really useful), so I'm sure whatever comes next will be just as good.
Action Times are supported.
For those mentioned plugins, they'll come in due time. I'm basing the plugins that are released in the waves based on their popularity (source analytics). Those two are actually not all that widely used compared to most of the YEP library.
believe me or not... the advantage is always there... and since it's optional... we can still use the console anyway... thus we're not losing anything either with the 'option' we have...
to be clear let me tell you my case... in my case... i wrote a plugin which have ability to rescue images... (menu engine with heavily image based). so if when certain image is not made yet (example image for "Item command" still not yet made)... the plugin will use rescue image instead of crashing the game like you said... (finding the method to do that is quite hard because of how the image works in MV/MZ... but i already manage to do that in my plugin)...
but of course to do that... the image should goes to proper error channel first before the images get rescued and the game can continue... and i print console.log() to warn what file missing... and because of the VisuStellaCore the console windows keep popping up... what make thing worse... you set the console to auto focus to the console... thus each image rescued... i need to switch back to game window... to unfortunately get the console focus AGAIN (next image rescued)... switch to game window again... get the console focus AGAIN..![]()
until all the missing image finish 'rescued'...
that's why ability to make it 'optional' will be really helpful... instead of 'forced'...
anyway adding that should not be huge problem either.... it will be only one plugin parameter with few conditional check... please...
if you're not willing... can you at least make to not auto focus on the console and still keep the focus on the game window... at least i can still proceed the game like usual that way....
or if you're busy... can at least you tell me the name of the function you put the console popping code when error...(if possible with the name of the alias of the original function)... so i can code patch to remove it myself... thanks in advance... sorry if this request bothering your time...
Part of the reason why I have it as forced is because in the past, when I've received error reports during the YEP library, they were just screenshots of the unhelpful black screen with a one liner error.
When I made the error popup optional in YEP's version, people would turn it off, then still send me the screenshots of the unhelpful black screen with a one liner error. Why would they turn off that option? I have no idea other than they turned off the things they did not understand.
With it becoming a forced trigger this time around, users have only sent black screen error messages maybe once in a blue moon. It's pretty evident to me that making the console popup forced has increased the understanding of what needs to be sent to the plugin developer this time around.
So unfortunately, the console window popup is there to stay and not optional.
However, I won't give you no direction on how to remove it. Just overwrite the Graphics.printError function. Not alias/monkey patch it. Straight up overwrite it and place your plugin underneath the VisuStella Core Engine.