Using the MV version. Is there any way to make this pause the event processing as you would expect? Right now, everything continues to run when text entry pops up, which makes it hard to find a practical use case. If you try to show messages after running the plugin command, they just break entirely.
1. The input window behaves just like any showText event and in those, parallel events keep running as well so not sure if would make sense to make this plugin behave any other way.
2.What you mean by "they just break entirely". Does it mean the game crashes after you show the input message in a showTextWindow? If that's the case i'm uploading a patch today that should fix that
First, sorry my first comment wasn't super detailed or helpful. We're approaching a deadline, and it was super late for me, so I wrote it in kind of a panicked haze. I assumed the plugin was working as intended rather than being bugged somehow, but in hindsight I wouldn't be surprised if it's interacting poorly with another plugin.
I'm playtesting this one through someone else since I bought the plugin for him, so I'll have to wait for him to wake up to test it myself on a clean slate.
For more information, though (in case you wanted to quickly try replicating it), the issue isn't parallel events or a crash.
If we show a message normally without plugins, the game waits until hitting a confirmation key before running any code after it on the same Event page. (i.e. if we showed a message, then immediately set Self Switch A to true, Self Switch A would remain false until that message box was gone.)
If we ask the player to input text with this plugin, MV doesn't wait. All of the contents under it continue running. (i.e. If we call text input, then immediately set Self Switch A to true, Self Switch A will become true as we're still inputting text.)
Because of this, when a message is shown right under text input, MV seems to be getting confused on what to display where. The default input text is partially overwritten, and text disappears from the beginning of the box in a typewriter effect.
If it matters, the default input text is something like "(Type with your keyboard!)," parentheses included.
This happens consistently on MV, so if it's not a conflict with another plugin it shouldn't be hard to track down. Will update once I can test it myself with my teammate.
Hello, I tried in the plugin call event "PlayerInput Actor1 0 19 Enter your message..." this does not open any dialog box, nothing happens. (For RPG MAKER MV version).
Thanks! I'm having trouble making it work though. If I follow the example exactly, the placeholder text is only "Enter", and the message closes before I can type anything. If I reduce the placeholder text, same thing happens. Also, why does the example have 5 parameters? (what is "John"?). If I remove the first parameter I get a blank window in which I can type and it doesn't close, but eventually I get the missing image error and I can't leave that window.
Working on fixing it right now. It seems that manual configs are leading to that behavior in some cases.
However if you use the plugin command with no config it should work fine with the party leader image.
The "John " in the example is misleading and i forgot to remove it. It was ported from the origin plugin cause MZ has a speakerName displaying on top of the Text Window.
Sadly, it still doesn't work. The text box appears and closes itself immediately. I noticed I still get the "Enter your message..." place holder if I use the plugin command with no parameters, which means there are specified parameters in the plugin's own code, which shouldn't happen.
Regarding the params - yes, there are default params: Party Leader image and placeholder text.
It might make sense to remove them to create a default empty window as it seems to be the most prevalent use case of the community.
Regarding the issue you described with the window opening. I can't replicate it in my environment so i might need a little help to debug it. Are you on a Windows or Mac? Which version of MZ are you using and what is the version of your core script?
Thank you so much for supporting the project with your feedback
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Using the MV version. Is there any way to make this pause the event processing as you would expect? Right now, everything continues to run when text entry pops up, which makes it hard to find a practical use case. If you try to show messages after running the plugin command, they just break entirely.
Hey there. Thanks for the feedback.
Regarding your questions:
1. The input window behaves just like any showText event and in those, parallel events keep running as well so not sure if would make sense to make this plugin behave any other way.
2.What you mean by "they just break entirely". Does it mean the game crashes after you show the input message in a showTextWindow? If that's the case i'm uploading a patch today that should fix that
First, sorry my first comment wasn't super detailed or helpful. We're approaching a deadline, and it was super late for me, so I wrote it in kind of a panicked haze. I assumed the plugin was working as intended rather than being bugged somehow, but in hindsight I wouldn't be surprised if it's interacting poorly with another plugin.
I'm playtesting this one through someone else since I bought the plugin for him, so I'll have to wait for him to wake up to test it myself on a clean slate.
For more information, though (in case you wanted to quickly try replicating it), the issue isn't parallel events or a crash.
If we show a message normally without plugins, the game waits until hitting a confirmation key before running any code after it on the same Event page. (i.e. if we showed a message, then immediately set Self Switch A to true, Self Switch A would remain false until that message box was gone.)
If we ask the player to input text with this plugin, MV doesn't wait. All of the contents under it continue running. (i.e. If we call text input, then immediately set Self Switch A to true, Self Switch A will become true as we're still inputting text.)
Because of this, when a message is shown right under text input, MV seems to be getting confused on what to display where. The default input text is partially overwritten, and text disappears from the beginning of the box in a typewriter effect.
If it matters, the default input text is something like "(Type with your keyboard!)," parentheses included.
This happens consistently on MV, so if it's not a conflict with another plugin it shouldn't be hard to track down. Will update once I can test it myself with my teammate.
Hello, I tried in the plugin call event "PlayerInput Actor1 0 19 Enter your message..." this does not open any dialog box, nothing happens. (For RPG MAKER MV version).
Can't wait for MV compatibility!
won’t have to wait for long friend. Working on it rn.
Here it is. You can download the plugin for MV :)
Thanks! I'm having trouble making it work though. If I follow the example exactly, the placeholder text is only "Enter", and the message closes before I can type anything. If I reduce the placeholder text, same thing happens. Also, why does the example have 5 parameters? (what is "John"?).
If I remove the first parameter I get a blank window in which I can type and it doesn't close, but eventually I get the missing image error and I can't leave that window.
Waiting for fixes :)
Thanks for the feedback.
Working on fixing it right now.
It seems that manual configs are leading to that behavior in some cases.
However if you use the plugin command with no config it should work fine with the party leader image.
The "John " in the example is misleading and i forgot to remove it. It was ported from the origin plugin cause MZ has a speakerName displaying on top of the Text Window.
Will let you know once i upload the update
Hey Calunio. I just uploaded a new file with the plugin that should be working as expected now. Let me know if that's not the case.
Sadly, it still doesn't work. The text box appears and closes itself immediately. I noticed I still get the "Enter your message..." place holder if I use the plugin command with no parameters, which means there are specified parameters in the plugin's own code, which shouldn't happen.
Regarding the params - yes, there are default params: Party Leader image and placeholder text.
It might make sense to remove them to create a default empty window as it seems to be the most prevalent use case of the community.
Regarding the issue you described with the window opening. I can't replicate it in my environment so i might need a little help to debug it. Are you on a Windows or Mac? Which version of MZ are you using and what is the version of your core script?
Thank you so much for supporting the project with your feedback