- Sep 22, 2021
- 13
- 1
Nice to see the devs haven't changed that much. I ended up reviewing my translated work inside RPG Maker just to ensure I didn't mess up some function(s) being used. Looking forward to your releaseTranslation is running.
View attachment 2291928
I jumped in and already identified some potentially serious bugs, and I also discovered that some translated bits from the Trial version that I had expected to be carried over didn't work as planned. So I'll be chasing some bugs for a bit, but things are progressing well.
Edit: Everytime I translate a game I learn something new about how RPGM works.
In previous games, devs were using code 122 to assign variables, and these were just being displayed for the player. Shiraso assigns variables through code 122, but then through code 111 also checks the exact value before initiating certain things, like whether you skip the OP or not. So for now, I'm just going to stop translating 122 variable assignments, which will mean some Japanese sneaks in for now while I work out how to consistently get 111 translated without breaking even more things.
I am also running into a greater than expected numbers of issues with how the game decides whether certain options are available or not, based on an in-line if statement that frequently gets absolutely garbled to shit by DeepL. Haven't had this many issues with it before, so that was novel.
I can also go through a lot of the edits I already made and make them more verbose (the game's item descriptions were very long, mostly more gags). The default JPN font is extremely character limited in English, but I switched it to a more condensed font and now I have way more room than I'm used to. Can't thank Psicomaniacco enough for solving that frustration for me.
EDIT2: Damn, I did not realise how much of my code I had left half finished when I embarked on this project. Turns out the last couple RPGM games I worked on were even simpler than I gave them credit for. Doing a lot more coding than I thought I'd need to do for this. I have a working translation, but it is rough. Major focus now is going to be on chasing down all the UI issues that are cropping up and getting those fixed. As per Roadmap, that'll be 1.0, and depending on how tomorrow goes should be live on Sunday.
Yeah, the variable checks are looking like a mess. Going through the 122 codes and seeing things that worry me. I might just leave the Japanese for them and rewrite the text to make it easier on myself.Nice to see the devs haven't changed that much. I ended up reviewing my translated work inside RPG Maker just to ensure I didn't mess up some function(s) being used. Looking forward to your release
From my experience, all you really need is to get a ticket at one of the booths. This negates their punishment whenever they ask to see the ticket, and the rest is manageable.You can ignore that, it just give you back the exp stole by vampire bat girls (and you must be version 1.2 or newer, old version has bug not giving the exp back even you win)
And about stage 2 boss once you reached the 3rd teleport spot you can take the ride to other stations, boss position is marked in the pic and it is the 4th teleport spot, just to remind it is recommended to clear all stations to remove boss specials or the fight could be hard, although I brute force it in normal mode anyway
Yep, the express ticket, exchanged from the expired tickets found throughout the map. With that ticket the battle will be easier than before. No annoying rays and gas, as well as sudden stops.From my experience, all you really need is to get a ticket at one of the booths. This negates their punishment whenever they ask to see the ticket, and the rest is manageable.
www/js/plugins.js, line 34 (for the MPP_SmoothBattleLog plugin), set "Max Lines":"6" to "Max Lines":"0", should do it.Can anyone help me test something? I want to completely kill the popping battle log, is it possible?
Comparing original and edited file, the only change i see is that line 72 is commented, with Add_Proc_To_MPP_SmoothBattleLog.It stops the game from calling the MPP_SmoothBattleLog plugin which for me fixed the issue (had to also suppress the Add_Proc_To_MPP_SmoothBattleLog plugin, which didn't itself cause lag for me but causes an error if you don't have the original plugin).
//14
Alias.WiBaLo_initialize = Window_BattleLog.prototype.initialize;
Window_BattleLog.prototype.initialize = function() {
this._linesCopy = [];
var max = this.maxLines() + 1;
for (var i = 0; i < max; i++) {
this._linesCopy.push('');
}
this._clearDuration = 0;
this._logScrollYDuration = 0;
this._logScrollY = this.lineHeight();
this._logs = [];
Alias.WiBaLo_initialize.apply(this, arguments);
this.createLogSprites();
};
//307
Alias.WiBaLo_drawLineText = Window_BattleLog.prototype.drawLineText;
Window_BattleLog.prototype.drawLineText = function(index) {
var sprite = this._logSprites[index + 1];
var baseContents = this.contents;
this.contents = sprite.bitmap;
if (MPPlugin.ItemNameOnly) {
var rect = this.itemRectForText(index);
this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
this.drawText(this._lines[index], rect.x, rect.y, rect.width, 'center');
} else {
if(this._lines[index] !== this._linesCopy[index]) {
this._linesCopy[index] = this._lines[index];
var rect = this.itemRectForText(index);
this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
this.drawTextEx(this._lines[index], rect.x, rect.y, rect.width);
}
//Alias.WiBaLo_drawLineText.apply(this, arguments);
}
this.contents = baseContents;
};
Window_BattleLog.prototype.shiftLine = function() {
for (var i = 0; i < this._linesCopy.length; i++) {
this._linesCopy[i]='';
}
this._lines.shift();
var sprite = this._logSprites.shift();
sprite.bitmap.clear();
this._logSprites.push(sprite);
this._logScrollY -= this.lineHeight();
this._logScrollYDuration = 16;
};
Thanks! It works, no lag with MTool.Easy hack/fix: Modify MPP_SmoothBattleLog plugin to store line text and only redraw on text change. The plugin is modified so it will work with any game version.
Benefits over previous fix in thread: Preserves battle log appearance and functionality. Works even with MTool.
Thank you, works like a charm! I had kind of given up figuring out the issue, not that experienced with RPGMaker code.Easy hack/fix: