Caethyril's Plugins

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Started by caethyril 191 posts Page 2 of 10 View original ↗
  1. Hello, my friend! Remember me? :D

    Your plugin is awesome! Thank you for sharing this forum!
  2. June update summary!
    • Released CaeX_YEPBarrierFX
    • Released Cae_StateControl
    • Released Cae_InventoryOpenAt (and updated to v1.2)
    • Released Cae_MenuDisplayOpts
    • Released CaeX_YEPClickThruPic
  3. Good job! Keep update in your plugin! :kaothx:
  4. Thank you so much! These plugins are excellent!
  5. I just wanted to make a note that using the Step Switch and Instant Move plugins in tandem, along with Yanfly's Self Switches/Variables and a lot of eventing, I believe that one could theoretically put together the foundation for roguelike combat. So far, I don't have much except enemies that only move when the player takes a step, but it's a start.
  6. Oops, I've been forgetting to post updates. :kaoslp: Here's a July-October summary~
    • Promoted a couple of plugins from "odds & ends" (no code change):
      • Cae_TwoEventsOneTrigger
      • CaeX_YEPSTBPersistOrder
    • Updated CaeF_DreamX_ChoiceHelpFix to v1.1
    • Updated Cae_SelectItemFilter to v1.1 (ty for the suggestion!)
    • Formally released some plugins I apparently forgot to upload earlier:
      • CaeF_YEPStatAllocJP
      • Cae_JumpSpeed
      • Cae_EssentialActors
    • Released Cae_CustomEscCodes (and updated to v1.2)
    Happy RPG Making! :kaoluv:

    Edit: also renamed a couple of the fix plugins (no functional change, you can name these whatever you like because they have no parameters)~
    • CaeF_YEP_EventChaseStealthFix is now CaeF_YEPEventChaseStealth
    • CaeF_enemyTransformYEP is now CaeF_YEPEnemyTransform
  7. Hi Caethyril,

    I really like the Cae_FaceOnRight plugin.

    Thank you very much!
  8. :kaohi: Happy new year everyone! Here's the November-December update summary:
    • Cae_HelpWindowText updated to v1.2
    • Cae_MovingWindows updated to v1.2
    By the way, glad you all like the plugins, you're welcome~ :kaothx:
  9. So many great plugins! Thank you for your work!
    One question: how exactly Cae_MovingWindows plugin works?
    Does it just add little animations to all the windows?

    P.S. I was hoping there's a plugin which can make Show Message window move via Plugin Command or something :(

    P.P.S Weather plugin doesn't seem to be working. When I turned it ON all default weather effects just stop working for some reason.
  10. KotoYama said:
    So many great plugins! Thank you for your work!
    One question: how exactly Cae_MovingWindows plugin works?
    Does it just add little animations to all the windows?

    P.S. I was hoping there's a plugin which can make Show Message window move via Plugin Command or something :(
    Oh, yes, MovingWindows is intended mostly for simple timed movement, e.g. move in, or sway to and fro. You could do "triggered" movement with a more complex formula, but the position would reset when the window closes.

    You could try asking over on the Plugin Requests board for an appropriate plugin. Could also be a good idea to specify what kind of movement you want (e.g. gradual or instant), and perhaps give an example. :)
  11. caethyril said:
    Oh, yes, MovingWindows is intended mostly for simple timed movement, e.g. move in, or sway to and fro. You could do "triggered" movement with a more complex formula, but the position would reset when the window closes.
    Hm... Yeah, that would be great. But I'm not sure how to do it since as I understand there are no Plugin Commands. I just want to change Window's coordinates via Script/Plugin command.
  12. KotoYama said:
    Hm... Yeah, that would be great. But I'm not sure how to do it since as I understand there are no Plugin Commands. I just want to change Window's coordinates via Script/Plugin command.
    Oh, if you just want to set the message window's location, try something like this in a Script command:
    JavaScript:
    var w = SceneManager._scene._messageWindow;
    w.x = 0;
    w.y = 200;
    ^ This'll instantly move the message to x = 0, y = 200. By default the y-position will be reset when the window closes.
  13. caethyril said:
    Oh, if you just want to set the message window's location, try something like this in a Script command:
    JavaScript:
    var w = SceneManager._scene._messageWindow;
    w.x = 0;
    w.y = 200;
    ^ This'll instantly move the message to x = 0, y = 200. By default the y-position will be reset when the window closes.
    Hm...Works great, but doesn't that mean I could imitate windows movement simply by gradually changing those coordinates in a parallel event?
    Is there any formula for that? Like w.x = +1 (smth like that) .
    P.S. Sorry for talking about it in this threat.
  14. KotoYama said:
    Hm...Works great, but doesn't that mean I could imitate windows movement simply by gradually changing those coordinates in a parallel event?
    Is there any formula for that? Like w.x = +1 (smth like that) .
    P.S. Sorry for talking about it in this threat.
    You could, e.g.
    JavaScript:
    w.y += 1;
    You'd want to be careful of where you're going with that, though, don't want to just keep going forever. :kaoswt:

    You can do a lot with just script calls! Plugins are often either to make things easier, or to improve performance, not just add new features. That said, my MovingWindows plugin lets you affect any window's movement (including ones not on the map), plus it should be slightly better performance due to bypassing the whole interpreter/eval thing. :kaopride:

    KotoYama said:
    P.P.S Weather plugin doesn't seem to be working. When I turned it ON all default weather effects just stop working for some reason.
    Oh, just noticed this. Are you testing in a new project, and from a New Game? Just tested and it seems to be working OK for me in a v1.6.2 project. Also, if you have other plugins enabled, you could try disabling them to see if that helps, maybe it's conflicting with some other plugin. :kaoslp:
  15. caethyril said:
    You could, e.g.
    JavaScript:
    w.y += 1;
    Got it, thanks!

    caethyril said:
    Oh, just noticed this. Are you testing in a new project, and from a New Game? Just tested and it seems to be working OK for me in a v1.6.2 project. Also, if you have other plugins enabled, you could try disabling them to see if that helps, maybe it's conflicting with some other plugin. :kaoslp:
    Unfortunately, I need all the plugins I'm using. Has to be some sort of compatibility issue.
  16. Hi !

    I discovered your Time stop plugin, and it works very well. I must say thank you ^^

    However, I'm using Dragonbons in addition to Yanfly's SVE system. And I tried adding the compatibility myself (since it's just adding a condition for the battler to update its graphics). And I seem to have found the function that updates the Dragonbones graphics :
    Spoiler
    Code:
    Sprite_Animation.prototype.updateDragonBonesPosition = function() {
      var position = this._animation.position;
      if (position === 3) return;
      var battler = this._target._battler;
      if (!this._target) return;
      if (!this._target._battler && (this._target._battler !== undefined)) return;
      if (battler !== undefined) {
        var data = battler.isActor() ? battler.actor() : battler.enemy();
        if (position === 0) {
          this.y -= data.meta.dragonbone_height;
        } else if (position === 1) {
          this.y -= data.meta.dragonbone_height / 2;
        }
        var heightRate = battler.battler().getFloatHeight() + battler.battler().getJumpHeight();
        var height = heightRate * data.meta.dragonbone_height;
        this.y -= height;
      } else {
        var battler = this._target.parent._battler;
        if (battler && battler.hasDragonBone) {
          var data = battler.isActor() ? battler.actor() : battler.enemy();
          if (position === 0) {
            this.y -= data.meta.dragonbone_height;
          } else if (position === 1) {
            this.y -= data.meta.dragonbone_height / 2;
          }
          var heightRate = this.battler.battler().getFloatHeight() + this.battler.battler().getJumpHeight();
          var height = heightRate * data.meta.dragonbone_height;
          this.y -= height;
        }
      }
    };

    But I don't know what to add to your plugin to add a compatibility to Dragonbones :c
  17. belatucadrus said:
    Hi !

    I discovered your Time stop plugin, and it works very well. I must say thank you ^^

    However, I'm using Dragonbons in addition to Yanfly's SVE system. And I tried adding the compatibility myself (since it's just adding a condition for the battler to update its graphics). And I seem to have found the function that updates the Dragonbones graphics :
    Spoiler
    Code:
    Sprite_Animation.prototype.updateDragonBonesPosition = function() {
      var position = this._animation.position;
      if (position === 3) return;
      var battler = this._target._battler;
      if (!this._target) return;
      if (!this._target._battler && (this._target._battler !== undefined)) return;
      if (battler !== undefined) {
        var data = battler.isActor() ? battler.actor() : battler.enemy();
        if (position === 0) {
          this.y -= data.meta.dragonbone_height;
        } else if (position === 1) {
          this.y -= data.meta.dragonbone_height / 2;
        }
        var heightRate = battler.battler().getFloatHeight() + battler.battler().getJumpHeight();
        var height = heightRate * data.meta.dragonbone_height;
        this.y -= height;
      } else {
        var battler = this._target.parent._battler;
        if (battler && battler.hasDragonBone) {
          var data = battler.isActor() ? battler.actor() : battler.enemy();
          if (position === 0) {
            this.y -= data.meta.dragonbone_height;
          } else if (position === 1) {
            this.y -= data.meta.dragonbone_height / 2;
          }
          var heightRate = this.battler.battler().getFloatHeight() + this.battler.battler().getJumpHeight();
          var height = heightRate * data.meta.dragonbone_height;
          this.y -= height;
        }
      }
    };

    But I don't know what to add to your plugin to add a compatibility to Dragonbones :c
    Assuming that's the correct method (looks promising!), then I'm guessing this might work:
    JavaScript:
    (function(alias) {
    	Sprite_Animation.prototype.updateDragonBonesPosition = function() {
    		var batt = this._target._battler;
    		if (batt && !batt.isTimeStopped()) alias.call(this);
    	};
    })(Sprite_Animation.prototype.updateDragonBonesPosition);
    I.e. get the battler, and only call the original update routine if the battler exists and is not time-stopped. :)
  18. I don't currently have a project set up with DragonBones and I'm not familiar with the plugin myself... :kaoswt:

    I'd suggest posting over in Plugin Support instead, to see if someone more familiar with DragonBones can help you identify where to intercept the battler update code. :)
  19. Hi, I was wondering if it would be possible to have some sort of patch to have these two plugins working properly together? Unless I'm doing something wrong, it seems like DreamX's plugin only supports text for the first 6 choices. I have a menu with 18 choices and when I go past the 6th option, the text I wrote for the other ones don't show up.

    DreamX's Choice Help Window
    https://forums.rpgmakerweb.com/index.php?threads/choice-help-window.59930/#post-806047

    Hime's Large Choices
    http://himeworks.com/2015/10/large-choices-mv/