CROSS ENGINE: Combining Chrono Engine with Altimit Movement

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Started by Restart 206 posts Page 10 of 11 View original ↗
  1. Midona018 said:
    Yes, I turned off all my plugins and this one was the only one to bug
    are you using the latest version of each plugin? That's really strange. Can you test it on a clean new game or at least a clean map? Maybe there's other things that makes it crash like a parallel event, idk. I just tested it again to make sure and yeah, it is working. I'm also on MV.

    I am using galv's layer above all mog plugins, on 2.0v and crossengine is on alpha0.20.6.26.


    edit: also, how big are your parallax images? I have a lot of problems when using big images with this plugin, even with smaller images in big maps, standalone it works but when i start to put other plugins it increases a lot the memory use and eventually will lead to a memory leak. At least for me this was the only thing that made it crash.
  2. A memory overload can cause a crash if the images are very large or you have a lot of them
  3. I'm getting some odd behavior using cross engine.

    1. When I attack, I see double animation of every attack for the first use. There's only one actor so I'm confused on this.
    2. altimitMovementDebug crashes on new game with "Cannot read property "0" of null.
    3. player touch events are makes the player move slow when walking over them. I think they trigger the event with every small step. I had to put a self switch to wait 30 frames before reactivating to fix this. Is there a way to make the event only work once?

    Any thoughts?
  4. Acinder said:
    I'm getting some odd behavior using cross engine.

    1. When I attack, I see double animation of every attack for the first use. There's only one actor so I'm confused on this.
    What attack are you using (tool event) and what does your attacking spritesheet look like?

    2. altimitMovementDebug crashes on new game with "Cannot read property "0" of null.
    Could you show your plugin list and the console log when this error comes up (press F8 or F12)?
    My first thought is plugins out of order.

    3. player touch events are makes the player move slow when walking over them. I think they trigger the event with every small step. I had to put a self switch to wait 30 frames before reactivating to fix this. Is there a way to make the event only work once?
    Any thoughts?
    I'll have to check when I'm at my laptop but I believe event touch is trigger once.
  5. is there a way to mark the event who was hit by a projectile? I was trying to use this.target() but it seems that it does not work for abs, or I am having some sort of problem with other plugins because it says either "TypeError: Cannot read properties of undefined (reading 'setPosition')" or TypeError: this.target is not a function. I am trying to set up a tool that "teleports" the event to another place, but i still don't know how to "mark" the event.

    edit: just to clarify, i tried some of the "subject.action" but i cant make it work with target() in abs.
  6. You can do it with states and my patch for Yanfly Buffs and States Core (it's under patches for Yanfly plugins). I made the Crystal Sword relocate any enemy it hits to 5,5
    1749520967090.png

    1749520991778.png
  7. AquaEcho said:
    You can do it with states and my patch for Yanfly Buffs and States Core (it's under patches for Yanfly plugins). I made the Crystal Sword relocate any enemy it hits to 5,5
    View attachment 342561

    View attachment 342562
    that's clever, i was hoping for something native from chronoengine but thank you, i'm gonna check it.

    EDIT: well, it did not work as yours... I am using the same script and even the same location, 5,5, the patch, everything, it runs the code as you can see by the log. The yep plugins order is correct too. I can use the poison state, but the code inside returns:

    YEP_BuffsStatesCore.js:2191 TypeError: Cannot read properties of undefined (reading 'locate')
    AquaEcho said:
    You can do it with states and my patch for Yanfly Buffs and States Core (it's under patches for Yanfly plugins). I made the Crystal Sword relocate any enemy it hits to 5,5
    View attachment 342561

    View attachment 342562
  8. Could you change the apply effect to a console.log(target)
    1749527995420.png

    Then playtest the game, hit the enemy and press F8 to see if shows the enemy data?
    1749528064764.png


    Edit: Ok, I see the issue. Apparently I added an extra line of code to my game when enemies are created to also store the enemy's eventId. Well, if you want to do the same, you need to edit the ChronoEngine file to add this highlighted line under checkToolComments

    1749528560914.png
  9. AquaEcho said:
    Could you change the apply effect to a console.log(target)
    View attachment 342576

    Then playtest the game, hit the enemy and press F8 to see if shows the enemy data?
    View attachment 342577


    Edit: Ok, I see the issue. Apparently I added an extra line of code to my game when enemies are created to also store the enemy's eventId. Well, if you want to do the same, you need to edit the ChronoEngine file to add this highlighted line under checkToolComments

    View attachment 342578
    yeah it was this, thank you very much!
  10. AquaEcho said:
    What attack are you using (tool event) and what does your attacking spritesheet look like?

    Could you show your plugin list and the console log when this error comes up (press F8 or F12)?
    My first thought is plugins out of order.
    Issues 1 and 2 were caused by ocRam_Passages. I guess it creates several actors at once. It also broke the debugger. It also doesn't work so I may have to get rid of it if patching it is too hard. Thanks for the assist! I didn't think to read the logs for some reason.

    AquaEcho said:
    3. I'll have to check when I'm at my laptop but I believe event touch is trigger once.
    I tried event touch but same issue. Anyone else experiencing this? Setting up a self switch to wait before turning off helps to some degree but i'd like to ensure it fires once per step in square.

    Thanks again for your assistance

    EDIT Found an issue with deploying CrossEngine to web or android. The cross-engine script uses an fs which is node only. Is there a way to get passed this?
  11. Acinder said:
    I tried event touch but same issue. Anyone else experiencing this? Setting up a self switch to wait before turning off helps to some degree but i'd like to ensure it fires once per step in square.

    Thanks again for your assistance
    I believe this is an issue with all pixel movement plugins in that stepping triggers fire off every pixel you move instead of tile. You'll notice every pixel movement has an issue with rapid-firing footsteps too.

    You might have to just make the events parallels that check once every 10-15 frames or so (about the length of time it takes for the player to move over a tile) to see if the player is on the event. You can use this script in a conditional
    Code:
    $gamePlayer.x+.5 == this.character(0).x && $gamePlayer.y+.5 == this.character(0).y
    "If the (middle) of the player's position is in this event's position". Then put a wait 10-15 frames.

    You could also use
    Code:
    $gameMap.isTouchingAB(this.character(0),$gamePlayer)
    "If the colliders for this event is touching the player's colliders"
    Acinder said:
    Found an issue with deploying CrossEngine to web or android. The cross-engine script uses an fs which is node only. Is there a way to get passed this?
    I can't really help you with this as I've never tried web or mobile deployment. Personally my game is intended for PC download only (I don't think this type of game would work as well as web or mobile, I see web and mobile as more for lightweight casual games and I'd rather use GDevelop for that, not RPG Maker) so I've just never bothered with it. You may have to hire a programmer to look at the issue and come up with a workaround.
  12. Good day everyone.
    I have a little question here.
    I know that there's notetags for enemy note page if you want that certain enemies Invulnerable to certain tools ID.

    The question is, is there a way to make a notetags for enemies that make certain enemies CAN ONLY TAKE DAMAGE from ID we specified? like, the opposite of that 'Invulnerable Actions : X' notetags?
    Thank you! :kaojoy:
  13. ilmania said:
    The question is, is there a way to make a notetags for enemies that make certain enemies CAN ONLY TAKE DAMAGE from ID we specified? like, the opposite of that 'Invulnerable Actions : X' notetags?
    Thank you! :kaojoy:
    You could use Yanfly Buffs and States Core + Autopassive states to give the enemy a state that checks for a propety of the skill like its id or type. Use
    <Custom React Effect>
  14. ilmania said:
    Good day everyone.
    I have a little question here.
    I know that there's notetags for enemy note page if you want that certain enemies Invulnerable to certain tools ID.

    The question is, is there a way to make a notetags for enemies that make certain enemies CAN ONLY TAKE DAMAGE from ID we specified? like, the opposite of that 'Invulnerable Actions : X' notetags?
    Thank you! :kaojoy:
    If you want to code it, the code in chrono_engine at line 6622 and maybe 2 other places should be all that needs to be changed. I've been coding a lot of add ons to cross engine lately, if I decide on this one too, I'll post it here.


    Another three maybe possible options:
    1. There are collision ids you can use to start an action by a tool in this engine. (i.e. stage 1 examples). Maybe you can remove health by that event call
    2. You could detect if the enemy is overlapping the attack event with a certain name. Then use event to attack enemy. You may need to loop through $gameMap.events for that.
    3. You could probably use a conditional within the invulnerable enemy to check if the player has said weapon equipped. You can turn on and off its vulnerability. A script call may be needed.

    I think a mix of these has potential for no - low code, but I'm new to rpg maker (not coding) so take what I say with a grain of salt. Happy devving!
  15. AquaEcho said:
    You could use Yanfly Buffs and States Core + Autopassive states to give the enemy a state that checks for a propety of the skill like its id or type. Use
    <Custom React Effect>
    Isn't yanfly paywalled now? didn't have any fund for that :kaocry:

    Acinder said:
    If you want to code it, the code in chrono_engine at line 6622 and maybe 2 other places should be all that needs to be changed. I've been coding a lot of add ons to cross engine lately, if I decide on this one too, I'll post it here.


    Another three maybe possible options:
    1. There are collision ids you can use to start an action by a tool in this engine. (i.e. stage 1 examples). Maybe you can remove health by that event call
    2. You could detect if the enemy is overlapping the attack event with a certain name. Then use event to attack enemy. You may need to loop through $gameMap.events for that.
    3. You could probably use a conditional within the invulnerable enemy to check if the player has said weapon equipped. You can turn on and off its vulnerability. A script call may be needed.

    I think a mix of these has potential for no - low code, but I'm new to rpg maker (not coding) so take what I say with a grain of salt. Happy devving!
    That no.3 seems doable, let's see if I can pull it off (if not, well, let's just do the hard way and add EVERY SKILL I have into 'Invulnerable Actions : X' notetags except the one that can deal damage to it :guffaw:)

    Glad knowing there's someone who still using this plugin :hswt:
    Thank you for the reply @AquaEcho @Acinder !
  16. ilmania said:
    Isn't yanfly paywalled now?
    The core plugins are still free. Buffs and States core and autopassive states are both free.

    Just use this patch in a plugin file at the end of your plugin list
    Code:
    //Yanfly Buffs States Core ChronoEngine Fix
    Yanfly.BSC.Game_Action_executeDamage = Game_Action.prototype.executeDamageCN;
    Game_Action.prototype.executeDamageCN = function(target, value) {
        value = this.onPreDamageStateEffects(target, value);
        value = this.onReactStateEffects(target, value);
        Yanfly.BSC.Game_Action_executeDamage.call(this, target, value);
        value = this.onRespondStateEffects(target, value);
        value = this.onPostDamageStateEffects(target, value);
    };
  17. Hookshot is an issue for me as well. When I have AltimitMovement turned off it works fine, but with it on the hookshot suddenly doesn't travel far at all, less than a tiles worth of distance. I turned off all other plugins to see if there was interference but nothing there fixed it, same issue even with just the core plugins enabled. So I have to ask, is anyone else having major issues with the hookshot?
  18. Use these settings for boomerang and hookshot
    1752169483965.png
    1752169510619.png
  19. Thank you!!!!!! ;_;;_;;_;Ive been bashing my head for hours