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illusion_bettercolorpicker's Introduction

Better Color Picker for Koikatsu!

Plugin for some games by Illusion that adds ability to pick color from anywhere on desktop in character maker and studio. The selected color is adjusted to look correct under the game's saturation filter. This allows you to quickly and accurately transfer colors from reference image to your character.

preview

preview animation

How to use

  1. Get latest version of BepInEx 5.x and ModdingAPI if you don't have them already.
  2. Download the latest release and extract dll files to your BepInEx\plugins directory.
  3. Start the main game and open character maker or start studio.
  4. Edit any color to make color picker appear, then enter the "Sliders" tab and click on the "Pick color from desktop" button.
  5. Hover your mouse over the color you want to use and press any button to finish picking. Pressing shift is recommended.

Note: If the game window loses focus the capture stops. You can't Alt-Tab to a different window. Open the reference image next to the game instead. If you are running the game in full screen and have only 1 display, use the ImageLoader plugin to view a reference image inside character maker to pick the colors.

Note 2: If you are not using the saturation filter or just don't want to use the color adjustment function, go to plugin settings and disable the "Adjust color to saturation filter" setting.

Inspired by the Color Picker plugin. Uses code from the ColorAdjuster plugin.

illusion_bettercolorpicker's People

Contributors

idonthaveidea avatar manlymarco avatar rikkibalboa avatar

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illusion_bettercolorpicker's Issues

Help wanted - ways to control activation/deactivation of Update() function for BetterColorPicker

Hi,

BetterColorPicker works with KKS just resolved references compiled and works as intended. I use this quite frequently.

I'm not new to programming I'm learning C# and mod programming. A friend got me here. Like many plugins I have seen they are called once every frame which is something I found inefficient you may not remember but I'm working with HCharaAdjustment. I was able to control this behavior since the controller is derived from CharaCustomFunctionController

public class HCharaAdjustController : CharaCustomFunctionController

There is gives access to a property enabled that when set to false Update() and company are not called. I use kind of a wrapper function monitoring in SceneManager.sceneLoaded for HProc scene to load the activate.

I want to do the save for BetterColorPicker but I don't know enough and the frustration is starting to lurk around. I been looking at the KKAPI reference but class is an obvious candidate to me.

Also the next step for HCharaAdjusmet is to save the delta vector of the movement if any and give the option to repeat the movement either manually or automatic. Here pointers how to save and retrieve information, ID's for the animations. Also is there a unique ID for cards/heroines. This is the original petition.

Workflow:

  1. Load routine monitor for desired scene. This consumes less resources than constants checks in Update() to see if work needs to be done.
  2. Desired scene patch methods activate plugin
  3. Exit scene in OnDestroy un-patch methods deactivate plugin
  4. Continue monitoring for scene

Fast computers that have to be throttle down to 60 FPS won't get to much benefit but I think if this is promoted as a good practice lower level machines will benefit.

Sorry if this is not the right forum for all this rant.

Going to inspect the code of KKAPI later anyway.

Thanks in advance.

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