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Live2d attribute_filter not working in screens #5415

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ParadoxalDeviant opened this issue Mar 13, 2024 · 0 comments
Open

Live2d attribute_filter not working in screens #5415

ParadoxalDeviant opened this issue Mar 13, 2024 · 0 comments

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@ParadoxalDeviant
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Hello,

I'm trying to have a Gallery were the players can select an animated Live2d CG and activate/deactivate some of its expressions with buttons.
As I'm doing this in a test environment I'm only using an add in my screen gallery() to display my Live2d CG. Also know that my Live2d image have all its exp3 declared as nonexclusive.

So, what are my issues?

First of all, my Live2d image is using an attribute_filter to parse the given attributes and make sure there will be no exp3 conflicts or weird behaviors when I display it. It's working great in game context (after I pressed start, inside others labels, etc.) but when I'm not in game context, which is the case when I'm looking my Live2d image in the Gallery, it seems that the attribute_filter given to Live2d image simply stops to work.

Looking for what could cause that strange issue I tried using an attribute_function instead of an attribute_filter for my Live2d image. The result is the same with my code, the attributes are correctly parse and in case of exp3 conflicts only one is returned. The only difference between the two is that attribute_function seems to works in game context AND in menu context.
So... Is that an intended behavior or is there something wrong with attribute_filter?

Second and last of all, after I used an attribute_function to make my Live2d CG work in my gallery screen, I created a button to toggle an exp3. It worked fine, but the only issue is that the exp3 file has a FadeInTime set to 0.5 and a FadeOutTime set to 0.5 too. Though, when I click my button, it seems that my Live2d image displayed in my gallery screen does not care about the FadeInTime and FadeOutTime and just consider this value to be 0.



Looking forward for answers and wishing you a great day/night o/

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