:kaohi: No, Cae_BattleStepY only changes 2 aspects:
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.)
- Battler home position (within current parent, i.e. the battle field); and
- Battler step direction (vertical rather than horizontal).
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.)
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.