What do you find missing in the MZ editor?

Goldschuss

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Non-Transparent Sunglasses in the character generator. The one's in MV were so cool looking :s
 

Frogboy

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Your original post makes it sound like you can modify the MZ editor with QML. Can you elaborate on this or post a link to what you are referring to? I am not familiar and this sounds kind of cool.
 

DoubleX

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Your original post makes it sound like you can modify the MZ editor with QML. Can you elaborate on this or post a link to what you are referring to? I am not familiar and this sounds kind of cool.
I'm not familiar with this either, but I plan to learn how to do this much, much later.
I've just heard that some editor UI can be edited by writing QML though:
https://forums.rpgmakerweb.com/index.php?threads/proof-of-concept-editor-modding.86926/

Also, from:
https://forums.rpgmakerweb.com/inde...attles-animations.123275/page-16#post-1082058
To:
https://forums.rpgmakerweb.com/inde...attles-animations.123275/page-18#post-1082144
 

Azahoth

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Being able to select the Hue, Blending, and Opacity for event images like in XP.:rolleyes:
 

Andar

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select the Hue,
That is questionable.

Hue mathematics have some problems - they were very common in the earlier computer age when RAM and storage was very expensive and it was cheaper to have one picture recalculated for other colors than to store several pictures. But when RAM became cheaper,it was considered to be better to store several versions of a picture in different color than to have one picture re-calculated.

Sure, as the user it looks more work to use GIMP or Photoshop to create several sprites in different colors instead of using one slider in the editor, but having Photoshop do the hue calculation and then store another sprite will be a lot less work and lag on the engine itself while playing.
 

DoubleX

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I'm going to add 1: Plugin Query.
In RMMZ, there's a plugin command that's supposed to make side effects.
And the plugin queries will work like plugin commands, except that they're supposed to return end results.

For instance, if you can use a plugin query in the conditional branch in the event command, then things that previously had to be done via scripts as the conditionals can be done using plugin queries, which should be designed to be as friendly as plugin commands.
Of course, the same can be applied to assigning values to variables, meaning that the new variable values can be the end result returned by the plugin queries.

Example:
Let's say there's a plugin query isActorAllDebuffsAffected actorId paramIds, which returns whether the actor with id actorId has all debuffs with parameters with ids included in paramIds.
In the conditional branch, you can choose this plugin query, instead of having to write the script $gameActors.actor(actorId).isAllDebuffsAffected(paramIds).
Maybe the plugin queries can be useful enough for non-coders :)

Of course, the whole plugin query thing demands corresponding changes to the JavaScript codebase, but that's trivial once the changes in the editor's done :D
 
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DoubleX

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As a proof of concept of the plugin query thing, here's a video:
Simply put, this video shows the effects of using plugin queries as RMMV plugin commands, by typing the queries in the script option of the conditional branch, except that plugin queries return end results instead of making side effects.
So, if what's shown in the video can be regarded as RMMV style plugin queries, then my suggestion is just adding the RMMZ style plugin queries in conditional branch and control variables event commands(and as a bonus, in skill/item damage formulae as well).
Of course, the real question for me is that, whether this can be really done by writing QML(I really don't know on this one) :)
 

Anyone

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Customizable hotkeys for all top bar commands.
Hotkey commands for all some the drawing related buttons.
Like any civlized software in the year of 2010.
 

DoubleX

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Another idea - Applying plugin commands as database item(actors, classes, skills, items, weapons, armors, enemies, states, etc) notetags.
For instance, traditionally, a notetag ina the note box can be something like this:
<cooldown battler script val val: 1, +, 1>
If the editor would allow plugin commands as notetags, the plugin command counterpart could be something like this:
Code:
 * @command cooldown
 * @desc The plugin command counterpart of
 * battler condSuffix opSuffix valSuffix: condEntry, opEntry, valEntry
 * @arg note
 * @type select
 * @option Battler cooldown
 * @value battler
 * @option Skill/Item cooldown
 * @value skillItem
 * @desc The notetag specifying the battler or the skill/item cooldown
 * @arg condSuffix
 * @type select
 * @option Values being used as-is
 * @value val
 * @option Values as the id of a game switch
 * @value switch
 * @option Values as the id of a game variable storing scripts
 * @value script
 * @desc The suffix of the condition notetag value
 * @arg opSuffix
 * @type select
 * @option Values being used as-is
 * @value val
 * @option Values as the id of a game variable storing values
 * being used as-is
 * @value var
 * @option Values as the id of a game variable storing scripts
 * @value script
 * @desc The suffix of the operator notetag value
 * @arg valSuffix
 * @type select
 * @option Values being used as-is
 * @value val
 * @option Values as the id of a game variable storing values
 * being used as-is
 * @value var
 * @option Values as the id of a game variable storing scripts
 * @value script
 * @desc The suffix of the operator notetag value
 * @arg condEntry
 * @desc The raw condition notetag value
 * @arg opEntry
 * @type select
 * @option Adds the accumulated value with the current one
 * @value +
 * @option Minuses the accumulated value by the current one
 * @value -
 * @option Multiplies the accumulated value with the current one
 * @value *
 * @option Divides the accumulated value by the current one
 * @value /
 * @option Takes modulus of the accumulated value by the current one
 * @value %
 * @option Sets the accumulated value as the current one
 * @value =
 * @desc The raw operator notetag value
 * @arg valEntry
 * @type number
 * @min -999999
 * @desc The raw value notetag value
Needless to say, this alternative(while still keeping the traditional notetags available) will be welcomed by many plugin developers and users :)
 

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