Read the rest of this update entry...Hi there, everybody! I've now updated the minimap to a much greater version. This version allows the player to completely customize the looks and feel of the minimap.
There are several new things as well! Now, you can completely stop an event from displaying by turning on a switch. More info in video or in help file!
Video:
[coming soon]
Thanks :Dit looks really nice !
Read the rest of this update entry...So I've made it possible to install Addons to the minimap! =D I'll be making multiple addons as time goes on. You will need this update for the addons to work. Basically, they'll be like mini-plugins designed specifically for the minimap.
Read the rest of this update entry...Something needed for future addons. Go ahead and update it to 2.2
Read the rest of this update entry...I've added the version you're using to the description of the plugin, that way you can quickly and easily check if you have the version required for a plugin.
Read the rest of this update entry...Patched the way the border is drawn, it should look a lot better now. Also enabled something for future use.
I don't even remotely understand why it'd do that. MAYBE it has to do with $gameSystem but, try putting my code above yanflys core engineI saw a guy here complaining about bad compatibility with yanfly's core engine. Seems to be something about variables.
I'm also having to deal with the same issue. But I want to try fixing it. Do you have any clue about what is causing this conflict?
Thanks, and my apologies, I'm just really tired and apparently have lost the ability to read properly lol...I wrote in bold font because I tried to show that I wanted to contribute and not ask you to fix it. But it seems the effect was exatly the opposite. My bad. Sorry.
Btw. Thank you. I'll start by checking gameSystem. If I find a decent solution I'm sharing it.
What is the error you're receiving ? Maybe create a support question? Either way, I may be able to help if you let me know the details.I wrote in bold font because I tried to show that I wanted to contribute and not ask you to fix it. But it seems the effect was exatly the opposite. My bad. Sorry.
Btw. Thank you. I'll start by checking gameSystem. If I find a decent solution I'm sharing it.
omg thank you! It was that simple? lol from changing apply to call? Thanks so much <3I'm not a native english speaker, so sometimes I don't know if I'm being unpolite or something like this. Speacially when I don't double check. :(
I don't know if you you're a good programmer or not, but your script is really good. I have no idea how much time I'd spend to make something like this by myself.
Back to the topic, I created a new project to try to understand the crash behavior. Seems it has nothing to do with Yanfly's plugin. I mentioned Yanfly's core plugin because I saw a guy posting about it here and I'm mostly only using his and moghunter's plugins. But I managed to replicate the bug with only the map plugin installed.
[edit]
After some tinkering I made it work with my project. Also I think I fixed the issue with gabwindow mentioned before by another user.
The problem with the gabwindow is related to "Game_Interpreter.prototype.pluginCommand". I changed the way the original function was called on the alias from .apply() to .call(). Somehow it was overwriting all plugin commands used for other plugins. Not only yanfly's gabwindow was affected by this issue but moghunter's weather Ex (both use plugin command).
If you don't have any strong reason to use .apply(), I strongly recommend using .call() intead.
For the crash issue, I'll first describe how I was reproducing the error.
- I choose new game
- Save the game
- Load the save file
- Go to a map where the plugin is used. ===> null pointer crash!
I managed to make it work for me. Just removed all references to "$gameSystem.mmData.plugins" nested functions.
Also noticed that they were trying to call some empty functions. Any particular reason to call them?
I don't understand why the game is forgetting those functions though...
About the command plugin issue, I think you should consider using .call(). But, for the crash bug, I wouldn't make any change yet since nobody else is having this problem and I removed a lot of command lines, which may affect other features.