Caethyril's Plugins

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Started by caethyril 191 posts Page 10 of 10 View original ↗
  1. caethyril said:
    :kaohi: No, Cae_BattleStepY only changes 2 aspects:
    • Battler home position (within current parent, i.e. the battle field); and
    • Battler step direction (vertical rather than horizontal).
    I.e. it changes nothing regarding how battlers are layered or when/where their animations play. You'd need a different plugin for that.


    As I implied in that post, that will probably not work as-is if you're using any plugins that change the battle status display...such as Mog's BattleHud, perhaps.


    If you're using YEP_BattleEngineCore then I strongly recommend you leave all plugin parameters for Cae_BattleStepY blank, and set home position (and step/flinch distance) in Yanfly's plugin instead. That might help to fix some compatibility problems?

    (My plugin should ignore its Home Position params when Yanfly's is present, but it seems that due to a typo those 2 params only get ignored if one or both of them are blank.)
    Okay, well never mind then.

    I was actually setting the params in yours because both because of what you said, and because I had to position it after YEP_RowFormation (since I'm using that as well) else everything of yours basically got replaced by rows.

    Yes, I'm aware that has whole other problems, but rows were not being displayed in front view anyways (and I was communicating position via visual state effects instead).

    Guess I am doomed to stuck with my front view!

    Like I say, I want my front view (I personally find side view tacky anyways). It's just that I am honestly a little surprised in all this time no one has hacked Action Sequence movements to work with Front View battlers! (no shade on you, of course!)

    Even if it was just getting front-view sprites to step down. Which, yes I could do with some kind of hacky way I guess, having an alternate sprite with extra blank pixels at the top, but of course it's a bit slapdash.

    Anyways, enough of me rambling, thanks for your time.
  2. howdy--i'm not sure if you support it anymore, but i'm having a strange issue with your footstep time extension for YEP footstep sounds in conjunction with qmovement! i'm not certain what's causing it, but with your extension enabled, it plays the footstep sound exactly Once the very first time i move and then never plays it again at any point.
    i was really hoping your plugin would be the solution, since it seems as though even still there just really arent many good solutions out there for footstep sounds alongside pixel movement. which is a real shame!
    anyways, if you do still support it, it would be a huge help if you had any idea what could be up with that. cheers!
  3. wow, i will use it
  4. meatmanuel said:
    howdy--i'm not sure if you support it anymore, but i'm having a strange issue with your footstep time extension for YEP footstep sounds in conjunction with qmovement! i'm not certain what's causing it, but with your extension enabled, it plays the footstep sound exactly Once the very first time i move and then never plays it again at any point.
    :kaohi: Some ideas:
    1. Did you choose New Game when testing? I don't think my extension (currently v1.0) is compatible with loading from a previous save.

    2. What value did you use for my plugin's Sound Interval parameter? It should be a positive number.

    3. You could try changing my plugin's Property Name parameter (default _stepSoundTime), to e.g. _stepSETime in case the name is conflicting with something used in another plugin.

    4. This old thread was about Altimit instead of QMovement, but might still be helpful:

    5. You could try to reproduce the problem with minimal plugins, i.e.
      1. Plugin Manager -> select all (Ctrl+A) -> right-click -> Turn OFF.
      2. Then turn on only 3 plugins: pixel movement, footstep sounds, and my extension.
      3. Save your project to apply Plugin Manager changes before testing~
  5. I've been trying to figure out how to modify one of your scripts, Cae_JumpSpeed. Mainly to make it decrease the jump speed and to find a way to call and adjust it in the game. I was trying to figure it out by referencing another script you had posted in A "safe" way to increase jump duration & height?, but sadly I cannot.
  6. AceyP said:
    I've been trying to figure out how to modify one of your scripts, Cae_JumpSpeed. Mainly to make it decrease the jump speed and to find a way to call and adjust it in the game.
    Cae_JumpSpeed simply makes _jumpCount (the jump "timer") count down faster or slower based on the plugin's parameter value. E.g. if the multiplier is set to 0.75, my plugin will subtract -0.25 (i.e. add 0.25) for an overall -0.75 _jumpCount per frame (rather than the usual -1 per frame). This will effectively make jumps take 25% longer to complete (i.e. 75% of the usual speed).

    To make it configurable mid-playthrough (and per-character) you could try replacing this line:
    JavaScript:
    	this._jumpCount -= _.jumpSpeedAdd;
    ...with this (untested):
    JavaScript:
    	this._jumpCount -= this._jumpSpeedAdd || _.jumpSpeedAdd;
    I.e. "use this character's _jumpSpeedAdd value if it's truthy, otherwise use the global/parameter value". You should then be able to set values per-character using a Script command, e.g.
    1. Set current character to jump at 0.75x speed until further notice:
      • In a move route (moved character): this._jumpSpeedAdd = -0.25;
      • In a Script command ("This Event"): this.character(0)._jumpSpeedAdd = -0.25;
    2. Set the player to jump at double speed until further notice:
      • $gamePlayer._jumpSpeedAdd = 1;
    3. Remove the custom jump speed modifier for map event ID 5:
      • delete $gameMap.event(5)._jumpSpeedAdd;
    These values will persist through Save/Load. Note that a _jumpSpeedAdd value set on an event will, by default, be lost when you leave that event's map.

    Alternatively you could use something like this in a Script command, to change the default jumpSpeedAdd value (as derived from the plugin parameter):
    • CAE.JumpSpeed.jumpSpeedAdd = -0.5; // jump at half speed
    However, this will persist for the rest of the play session (regardless of Save/Load/New Game!), and will be lost once you quit the game, so I generally would not recommend it.
  7. caethyril said:
    Cae_JumpSpeed simply makes _jumpCount (the jump "timer") count down faster or slower based on the plugin's parameter value. E.g. if the multiplier is set to 0.75, my plugin will subtract -0.25 (i.e. add 0.25) for an overall -0.75 _jumpCount per frame (rather than the usual -1 per frame). This will effectively make jumps take 25% longer to complete (i.e. 75% of the usual speed).

    To make it configurable mid-playthrough (and per-character) you could try replacing this line:
    JavaScript:
        this._jumpCount -= _.jumpSpeedAdd;
    ...with this (untested):
    JavaScript:
        this._jumpCount -= this._jumpSpeedAdd || _.jumpSpeedAdd;
    I.e. "use this character's _jumpSpeedAdd value if it's truthy, otherwise use the global/parameter value". You should then be able to set values per-character using a Script command, e.g.
    1. Set current character to jump at 0.75x speed until further notice:
      • In a move route (moved character): this._jumpSpeedAdd = -0.25;
      • In a Script command ("This Event"): this.character(0)._jumpSpeedAdd = -0.25;
    2. Set the player to jump at double speed until further notice:
      • $gamePlayer._jumpSpeedAdd = 1;
    3. Remove the custom jump speed modifier for map event ID 5:
      • delete $gameMap.event(5)._jumpSpeedAdd;
    These values will persist through Save/Load. Note that a _jumpSpeedAdd value set on an event will, by default, be lost when you leave that event's map.

    Alternatively you could use something like this in a Script command, to change the default jumpSpeedAdd value (as derived from the plugin parameter):
    • CAE.JumpSpeed.jumpSpeedAdd = -0.5; // jump at half speed
    However, this will persist for the rest of the play session (regardless of Save/Load/New Game!), and will be lost once you quit the game, so I generally would not recommend it.
    Awesome! I can't wait to get home and implement this. I may dedicate a drink you you, friend!
  8. Since this thread is still kicking, thought I might ask...

    I am really grateful for your Damage Display Position plugin, as I am very obsessively trying to get rid of all the pixel-overlap from using 3x3 smallest pixel art in my project.

    Though unfortunately it only seems to apply to Damage numbers, Healing and MP Damage for example aren't affected by the plugin it seems, would it be a difficult thing to get this to apply to those numbers as well? Even for me who only has some minor experience with editing certain plugins successfully through some trial-and-error fidgeting with the code..
  9. Sorry for the delay, I didn't log in for a few days. :kaohi:

    Anatis said:
    I am really grateful for your Damage Display Position plugin,
    [...]
    Though unfortunately it only seems to apply to Damage numbers, Healing and MP Damage for example aren't affected by the plugin it seems,
    Cae_DamageDisplayPos affects the damage sprite, which is used for all popups including HP damage/heal and MP damage/heal. The core scripts apply position before even being given a battler reference (to determine the popup's value/colour), so I guess you're seeing a conflict between my plugin and another plugin that you're using.

    My plugin is very simple and only patches the offset methods, so you could try dragging it to the bottom of the list in the Plugin Manager to see if that helps. Remember to save your project to apply Plugin Manager changes before testing~
  10. caethyril said:
    Sorry for the delay, I didn't log in for a few days. :kaohi:


    Cae_DamageDisplayPos affects the damage sprite, which is used for all popups including HP damage/heal and MP damage/heal. The core scripts apply position before even being given a battler reference (to determine the popup's value/colour), so I guess you're seeing a conflict between my plugin and another plugin that you're using.

    My plugin is very simple and only patches the offset methods, so you could try dragging it to the bottom of the list in the Plugin Manager to see if that helps. Remember to save your project to apply Plugin Manager changes before testing~
    Ah it's as I had feared then.. Yeah I do have it at the bottom, tried it at the very top too as has worked for me in some rare cases, it must be conflicting with one or more likely several of my ~100+ plugins :x.

    For me only the HP Damage is affected by the offset of the plugin, MP Damage, Damage over Time and Healing all seem to ignore it unfortunately.. Ah well, still no reason not to use it just the damage aligning properly is already great and they are the instance that is displayed most often during battles.
  11. Anatis said:
    Ah it's as I had feared then.. Yeah I do have it at the bottom, tried it at the very top too as has worked for me in some rare cases, it must be conflicting with one or more likely several of my ~100+ plugins :x.
    It happens! Just to mention it, to find which plugin(s) are conflicting the usual approach would be:
    • Turn off all plugins except mine, then save and test.
    • Turn the other plugins back on, either one by one or in batches, saving and testing each time.
    This should cause the problem to reappear at some point, then you can narrow down exactly what combination (and possibly load order) causes it. With that info, a compatibility patch might be feasible.

    Alternatively you could start a thread in Plugin Support with screenshots of your Plugin Manager. Someone may be able to spot likely culprits to minimise the trial-and-error.