waynee95's Plugin Collection [NEWEST: WAY_MenuBackgrounds]

waynee95

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@Crysillion
The plugin does actually nothing in regards to floating point numbers. The plugin basically just displays what you tell it to. You can wrap whatever you wanna display inside Math.round(...). This will round the number.

Code:
${Math.round(100/30)}
EDIT:
Or if you wanna have whole numbers, you can either use Math.floor(...) or Math.ceil(...).
 

Crysillion

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@Crysillion
The plugin does actually nothing in regards to floating point numbers. The plugin basically just displays what you tell it to. You can wrap whatever you wanna display inside Math.round(...). This will round the number.

Code:
${Math.round(100/30)}
EDIT:
Or if you wanna have whole numbers, you can either use Math.floor(...) or Math.ceil(...).
Thanks. I'll make a topic asking about how to go about doing this.
 

waynee95

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Update: WAY_EvalText v2.1.0

  • Added support for YEP_X_MessageMacros1
You find a link to the updated version in the first post of this thread. Make sure to place WAY_EvalText below YEP_X_MessageMacros1.
 

waynee95

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New plugin: WAY_OptionsMenuCustomActions v1.0.0

This plugin allows you to add custom commands to the Options Menu, which will
run any JavaScript code specified.

Example:

Code:
commandName: Say Hello
action     : console.log("hello world");
show       : true
This plugin was built because someone wanted to have a command to delte all
save files in one blow. Be careful with this!!!

Code:
commandName: Delete Savefiles
action     :  for (var i = 1; i < DataManager.maxSavefiles(); i++) {
                  if (StorageManager.exists(i)) {
                    StorageManager.remove(i);
                 }
               }
show: $gameSwitches.value(1)
If the show condition evaluates to true, the command will appear in the
Options Menu.

You can get it here: https://raw.githubusercontent.com/waynee95/mv-plugins/master/dist/WAY_OptionsMenuCustomActions.js
 

Anyone

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Update: WAY_EvalText v2.1.0

  • Added support for YEP_X_MessageMacros1
You find a link to the updated version in the first post of this thread. Make sure to place WAY_EvalText below YEP_X_MessageMacros1.
Hey waynee95, awesome work on those Plugins. Especially the EvalText is something I can really make use of.

I have a slight problem with it though. I'm trying to use a script call through your plugin.
The script call works - but it comes with an unfortunate byproduct:
Whenever I use it, "undefined" is also written into the text box.

Here's the example I set up:
example.png
The first line is a test code you posted in another topic I used to see whether it works.
(https://forums.rpgmakerweb.com/index.php?threads/can-we-write-a-script-inside-show-text-box.83711/#post-772880)

The second line is a script call from a plugin I'm trying to get to work through in message script calls.

The first textbox returns:
"undefined 1"
The second textbox SHOWS the picture through the script call correctly, but also writes
"undefined".

How do I stop your plugin from writing undefined for things that seem to be working?
 

waynee95

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@Anyone
You need to add "" at the end. You get undefined, because the plugin will display the return value of the eval. Since, in your case, there is not really a return value, it will display undefined. When you add "" at the end, it will return "", so it will display the empty string.

Code:
${var v=$gameVariables;v.setValue(1, v.value(1)+1); ""}\v[1]
@Anyone
EDIT: Make sure to delete the space between the eval and the \v[1], otherwise the variable result will be slightly moved to the right.
 

Anyone

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@Anyone
You need to add "" at the end. You get undefined, because the plugin will display the return value of the eval. Since, in your case, there is not really a return value, it will display undefined. When you add "" at the end, it will return "", so it will display the empty string.

Code:
${var v=$gameVariables;v.setValue(1, v.value(1)+1); ""}\v[1]
Awesome, thank you so much. :D
 

Anyone

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I have another problem with a different plugin, and could really use your help.

I'm trying to use your Way_CustomOnEquipEval plugin to change an actor's face graphic when the item gets equipped.

For this purpose, I've added this line to a piece of clothing:
Code:
<Custom On Equip Eval>
console.log('Changing Equipment');
$gameActors.actor(3).setFaceImage("Ren_Default_Outfit",0);
</Custom On Equip Eval>
However, on launching the game, I get a max stack size error.
crash.png
It seems the script ran that same line of code 700+ times and got caught in an infinite loop.

I tried using the thing above, adding ; "" behind the command to see if that changes anything, but the error seems to persist.
If I change the console.log to an alert, I get 3 alert messages before the main menu shows up and 3 alerts when I launch a new game, but it starts and doesn't crash.
Ingame, I only get 1 alert when equipping an item, so that's working.
But when I use the script code, it loops infinitely.

What am I doing wrong?
 

decinbr

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Mini Label: How to show text above events? i put plugin: MiniLabelText 1 5 "dfdfd"
But dont worked
 

waynee95

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@Anyone
1. Which version of the plugin do you use?
2. What other plugins do you have enabled?
3. Does the problem occur if you disable the other plugins?

@decinbr
That plugin of mine is an addon to a plugin made by Yanfly. It does not work on its own. You have to use the original plugin as well. You can find it here http://www.yanfly.moe/wiki/Event_Mini_Label_(YEP)
 

Anyone

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@Anyone
1. Which version of the plugin do you use?
2. What other plugins do you have enabled?
3. Does the problem occur if you disable the other plugins?

@decinbr
That plugin of mine is an addon to a plugin made by Yanfly. It does not work on its own. You have to use the original plugin as well. You can find it here http://www.yanfly.moe/wiki/Event_Mini_Label_(YEP)
1. The version I'm using is v1.2.1 and I have it far below Equip Core and below your core plugin. (Which is v2.0.0)
2. Far too many to count.
3.But the problem persists if I deactivate all plugins except yours. To make sure this is true, I've made a testproject that only consists of yanfly's core, yanfly's equip core, your way core, and your equipment.

The test project: (stripped of most files)


I've independently verified the line here as scriptcall and it works. But used within your equip plugin, there's always a maximum stack overflow.

You'll find the equip code attached to the third Armor item "Clothing".
I'd be awesome if you could help me understand where I'm going wrong.
 

waynee95

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@Anyone
EDIT: Instead of using $gameActors.actor(3) instead use the provided user variable.

Code:
<Custom On Equip Eval>

console.log('Changing Equipment');

user.setFaceImage("Actor1",1);

</Custom On Equip Eval>
 
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Anyone

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@Anyone
EDIT: Instead of using $gameActors.actor(3) instead use the provided user variable.

Code:
<Custom On Equip Eval>

console.log('Changing Equipment');

user.setFaceImage("Actor1",1);

</Custom On Equip Eval>
Hm, that works in the test project.
But for some reason, it doesn't work in my project.

I assume that it's linked to my other plugins, but I'm not sure what the problem is.
I'm using plugins that display the face image as bust and other things, and for that purpose they're picking up the faceName of the relevant actor.

Is it possible that by using "user" or "a" that I'm not actually changing the faceName for the actor? Because so long as the actor has the right faceName assigned to himself, everything else should work. Hmmm.

Can't delete this post, but I'll get report back after doing a couple more tests. Maybe there's an error in one of my other plugins that only now has popped up.

EDIT:
I've figured out where the problem was. There were two plugins that conflicted, which made it kinda hard to pinpoint them, since a minor glitch obscured the obvious culprint that...I really should have suspected.

The Yanfly_MainMenuVar plugin created a window that obscured the character busts, and that prevented me from realizing that, obviously, the problem was that I also had your Way_CustomFaceImageEval plugin active, since I had been considering using that for some other stuff.

But the Way_CustomFaceImageEval seems to always reset the Face that's changed with the CustomOnEquipEval, which basically (aside from me not using the a or user code) was responsible for the problems.

I've got the plugin disabled now, since I'm not using it anyway but was considering it as an alternative to the CustomOnEquipEval.
With that done, everything's now working! Thanks a lot for your help. :D
 
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waynee95

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Update: WAY_OptionsMenuCustomActions v2.0.0

It is now possible to display a status text to the right side of the command. You can use that to add a command to toggle switches on and off.

Code:
commandName : Toggle Switch 1
action      : $gameSwitches.setValue(1, !$gameSwitches.value(1))
displayText : $gameSwitches.value(1) ? "ON" : "OFF"
show        : true
Or you can use it to display variables. This could be used for some kind of
difficulty modifier or something like that.

Code:
commandName : Difficulty
action      : $gameVariables.value(1)
displayText : $gameVariables.setValue(1, ($gameVariables.value(1) + 1) % 3)
show        : true
When you click on the difficulty setting, it would cycle through the values 0
to 3.

You can find a link to the plugin on the first post of this thread.
 
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BloodletterQ

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Kind of wondering what the code would be for the face image plugin to have faces change for a specific window, namely the battle status window.
 

BloodletterQ

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Yeah. Probably should have clarified that one.
 

waynee95

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@BloodletterQ
Which plugin exactly? YEP_X_InBattleStatusWindow? That works for me though.
 

Oscar92player

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I have a question regarding the plugin WAY Menu Background. Is it possible to set the window transparency for those scenes that uses background images? I would like to use a background as window for some scenes.

Thanks in advance.
 

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Cursed problem: Multiple language switches. Say, you want to switch to EN language from JP but you have no idea where the language switch in JP menu language.
Tonight I'm finally going to start putting the dungeons my team has made on grid paper into the engine. That's the final step of making the game world.
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