Call menu during messages

● ARCHIVED · READ-ONLY
Started by Krimer 58 posts Page 2 of 3 View original ↗
  1. My VN uses a custom menu that runs off of a common event, so..
    How would I use this plugin to instead of calling the menu, call a common event?
  2. @KeitaNeko Why do you need this plugin if you using custom menu? Unless you are using some standard scenes too, like save-load scene, then you can use it to fix some bugs(for than you need only to install the plugin). In other cases there is no point and you can call your menu by common event without this plugin.
  3. Vital plugin for those who make the game in the style of visual novel. Many thanks to the author!
  4. Useful, thank you
  5. Hey, quick question - has anyone tested saving/loading a lot with this? Like when the game loads, will you still be at the point where you saved?

    So if the user saves midway through a cutscene, will they still be in the same place?
  6. EthanFox said:
    Hey, quick question - has anyone tested saving/loading a lot with this? Like when the game loads, will you still be at the point where you saved?

    So if the user saves midway through a cutscene, will they still be in the same place?
    Only if game files weren't changed I think. Will load fine, unless a player updates the game or dev makes changes during the play test. The event awkwardly resets itself upon loading.
  7. EthanFox said:
    Hey, quick question - has anyone tested saving/loading a lot with this? Like when the game loads, will you still be at the point where you saved?

    So if the user saves midway through a cutscene, will they still be in the same place?
    Yes it will be same place. This plugin was in use in one game of my friend for a few years and i have done many fixes to save\load according to feedback i get from dev of that game. So in last version of plugin all should be good in most standard cases.
  8. Krimer said:
    Yes it will be same place. This plugin was in use in one game of my friend for a few years and i have done many fixes to save\load according to feedback i get from dev of that game. So in last version of plugin all should be good in most standard cases.
    Even when changing the code, events etc? Because if I load a savegame, it'll restart the event. Works fine for exported game with no exits to the code. Maybe I have older version?
  9. kako05 said:
    Even when changing the code, events etc? Because if I load a savegame, it'll restart the event. Works fine for exported game with no exits to the code. Maybe I have older version?
    Don't see how is it even a problem. If someone messed up exported game - it's their problem how game behave after, not your as dev.
  10. Krimer said:
    Don't see how is it even a problem. If someone messed up exported game - it's their problem how game behave after, not your as dev.
    The only issue is when players update the game and load during the event. Some of us releases updates every month, so people are sending bug reports because they fail to read a disclaimer how to safely update. Just checking if it's normal behavior and if I should try fixing it. Is there a reason why it behaves like this? RPGM limitation?
  11. kako05 said:
    The only issue is when players update the game and load during the event. Some of us releases updates every month, so people are sending bug reports because they fail to read a disclaimer how to safely update. Just checking if it's normal behavior and if I should try fixing it. Is there a reason why it behaves like this? RPGM limitation?

    It can be a problem only if you constantly change old events, but if you only add new content all will be ok. Save store old data then loads it. If you change game data in spot where save was then there will be a conflict, between saved data and new in game data, because you load old over new. It has nothing to do with this plugin, this is just how save-load working.
  12. Thank you so much for making this!
    Is there any chance of an MZ-compatible version? It works just fine during messages, but I'm getting a TypeError "Cannot read property 'call' of undefined" screen any time a choice window is loaded.
  13. cherrycthulhu said:
    Thank you so much for making this!
    Is there any chance of an MZ-compatible version? It works just fine during messages, but I'm getting a TypeError "Cannot read property 'call' of undefined" screen any time a choice window is loaded.
    For me it's working no problem in MZ. Do the screenshot of console during that error.
  14. Krimer said:
    For me it's working no problem in MZ. Do the screenshot of console during that error.
    Oh I see, I'm guessing it's having a compatibility issue with one of the choice plugin-ins I'm using. 1704484715847.png
    MPP_ChoiceEX.js and MPP_ChoiceAlign.js, I also tried changing the plugin load order but had no luck.
  15. cherrycthulhu said:
    Oh I see, I'm guessing it's having a compatibility issue with one of the choice plugin-ins I'm using.View attachment 290792
    MPP_ChoiceEX.js and MPP_ChoiceAlign.js, I also tried changing the plugin load order but had no luck.
    In my plugin delete lines from 114 to 119. This function was needed for MV but not need for MZ. Should work after that.
  16. Krimer said:
    In my plugin delete lines from 114 to 119. This function was needed for MV but not need for MZ. Should work after that.
    It works perfect!! Thank you so much!!
  17. @Krimer Good day! This is an absolute gem of a plugin for those who want a visual novel-style game. I was wondering if it would be possible to make it compatible with YEP ButtonCommonEvent?

    I'm using this plugin to provide access for players to different menus separately + it's easy to control that access because I can just flip a switch, and the player no longer has access to, say, inventory and other menus, but still can access the options menu.

    Також сподіваюся у вас все добре.
  18. @MS_MANGO Hello, I'm was not working with maker for years. So realistically i will not be doing any compatibility any time soon because then I need to learn maker from scratch again. And that plugin is using common events which I unlikely will touch.

    I would recommend to find another plugin for that which will map different keys directly and not via common events. Most likely it will work from the start or at least have higher chances that I will be able to help.
  19. Krimer said:
    @MS_MANGO Hello, I'm was not working with maker for years. So realistically i will not be doing any compatibility any time soon because then I need to learn maker from scratch again. And that plugin is using common events which I unlikely will touch.

    I would recommend to find another plugin for that which will map different keys directly and not via common events. Most likely it will work from the start or at least have higher chances that I will be able to help.
    I see. Thank you for replying!
  20. Krimer said:
    @MS_MANGO Hello, I'm was not working with maker for years. So realistically i will not be doing any compatibility any time soon because then I need to learn maker from scratch again. And that plugin is using common events which I unlikely will touch.

    I would recommend to find another plugin for that which will map different keys directly and not via common events. Most likely it will work from the start or at least have higher chances that I will be able to help.
    Hello again. Thanks to a tutorial I managed to add the key bind inside rpg_core and rpg_scenes, and it's working. I was wondering if now it is possible to make a CallMenu plugin react to it as well? I'm sorry for bothering you again so soon.