CROSS ENGINE: Combining Chrono Engine with Altimit Movement

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Started by Restart 206 posts Page 8 of 11 View original ↗
  1. I know it have been some moths since nobody writes in this thread, but i have two issues i would greatly appreciate if someone could help me.

    I´m using the codes to display the enemy and player damage from status ailments, this being the enemies one:

    Enemy damage from status ailments code
    for (var i = 0; i < $gameMap.allEnemiesOnMap().length; i++) {
    char = $gameMap.allEnemiesOnMap();
    battler = $gameMap.allEnemiesOnMap().battler();

    if(battler.isStateAffected(15)){battler.gainHp(-Math.floor(battler.mhp*0.003 + 12));}
    if(battler.isDead() && battler.isEnemy()){char.setDeadEnemy(char, battler);
    $gameParty.gainGold(battler.gold());
    var oldLevel = $gameParty.leader()._level; $gameParty.leader().gainExpCN(battler.exp());
    $gamePlayer.requestAnimation(Number(Moghunter.ras_levelAnimationID))}
    battler.startDamagePopup(); battler.updateStateTurns(); battler.updateBuffTurns();
    battler.removeStatesAuto(1); battler.removeStatesAuto(2);}

    And this one the code for the player:

    Player damage from status ailments code
    player = $gameMap.players()[0].battler();
    if(player.isStateAffected(15)){player.gainHp(-Math.floor(battler.mhp*0.003 + 12));}
    player.startDamagePopup();
    player.updateStateTurns(); player.updateBuffTurns();
    player.removeStatesAuto(1); player.removeStatesAuto(2);

    The first issue is that in the enemies one, the state 15 is poison, and i have poison to last 30 turns, which means deal damage 30 times. When the player is poisoned, the state works well and suffers the damage 30 times, but then is the enemies, for some reason they only take damage 8 times. And i don´t know why that happen.

    And the second issue is that when the player is poisoned, the damage number only display if the player is not moving. If the player moves not only the number don´t display, also the poison runs out faster, dealing less damage. I don´t know why this also happens.

    How could i fix this two issues? I did something wrong with the codes?
  2. Heya everyone, I have a little bit of problem with this cross engine.
    by default (original chrono engine) you need to include tool_diagonal comment on the tool event
    if you want your bullet shoot diagonally, without that the projectile would just fire in the basic 4dir.

    But in cross engine, with or without the tool_diagonal comment, it still have the ability to move diagonally.

    the problem is, I need to disable this diagonal movement in some of my tool event. been looking at the script for two days but alas I can't figure anything out :kaosigh:
  3. ilmania said:
    I need to disable this diagonal movement in some of my tool event. been looking at the script for two days but alas I can't figure anything out :kaosigh:
    I believe there is a way to rotate an event until it reaches a multiple of 90?
  4. AquaEcho said:
    I believe there is a way to rotate an event until it reaches a multiple of 90?
    I don't know if thisa god will, but, the moment you give me a reply, I just found the solution :kaocry:
    thank you for the reply though !

    I'll leave the fix here in case anyone have the same problem.

    first find this function on cross engine script:
    ToolEvent.prototype.setInitialDirection

    there, in the first IF's you'll find this chunk of code
    JavaScript:
        if (Input.dir8 > 0) {
          var keyboardDir = Input.dir8;
    
          if (Imported.Blizzard_UltraMode7) {
            //if we're using ultra mode seven, then we need to rotate our angle appropriately.
            keyboardDir = UltraMode7.rotateDirection(keyboardDir, false);
          }
    
          if (this.user()._user.spcShoot[2] != 0) {
            this.setSpcDirection();
          } else {
            this.setDirection(keyboardDir);
            this._user.diagonal = [keyboardDir % 2 == 1, keyboardDir];
          }
        }
    then, lets replace this line
    this.setDirection(keyboardDir); this._user.diagonal = [keyboardDir % 2 == 1, keyboardDir];

    into this one
    if (this._tool.diagonal) { this.setDirection(keyboardDir); this._user.diagonal = [keyboardDir % 2 == 1, keyboardDir]; } else { var d = this.user()._direction; this.setDirection(d); this._user.diagonal = this.user()._user.diagonal; }

    now the event comment tool_diagonal will work like the default chrono engine behavior,
  5. jackass__ said:
    Todas as quatro diagonais estão bem, é realmente um problema com a direção para cima ou para a esquerda.

    Eu tentei algo, se eu definir 'player_circular_movement' como verdadeiro, recebo o mesmo problema de falha com movimento diagonal, exceto com diagonal para baixo + direita (as duas direções que já funcionam) e se eu definir de volta para falso, todas as 4 diagonais funcionam.
    View attachment 278923

    Acho que entendi, foram algumas atualizações Restart feitas no altimit original que estavam faltando na atualização Mz, então essa parte resolveu (linha 1094 a 1128)

    View attachment 278927
    Hello, were you able to solve the problem with the engine running on Android? If so, can you help me resolve it?
  6. Hey, someone have an idea on what's happening? I was using the original Chrono Engine version and it was working pretty well but when I try using this version with Alrimit Movement there are some visual issues (I did nothing but play the demo) so Idk if I need to do something to activate the plugin before using or if its a problem in my computer but as I said the original version works good, my bad for my english and thanks in advance rpgmvcross.png
  7. TheBoblob said:
    Hey, someone have an idea on what's happening? I was using the original Chrono Engine version and it was working pretty well but when I try using this version with Alrimit Movement there are some visual issues (I did nothing but play the demo) so Idk if I need to do something to activate the plugin before using or if its a problem in my computer but as I said the original version works good, my bad for my english and thanks in advanceView attachment 306599
    One of the plugins, I think it's MOG CharPoses is turned off that needs to be turned on.
  8. I do have a problem by using CrossEngine, I used fossil MZ, but it shows the diagonal is missing picture, I mean it should be fully image like I did.

    See it the video
  9. I have made several patches for Chrono Engine and Cross Engine including HP bars over enemies, fighting followers/ party members, and redefining the hitboxes to be the same as Altimit colliders unless you use the Body Size notetag. They are all free on my itch.io page

    1740506648528.png

    If anyone has any other feature requests I'll look at it when I have the time
  10. Helloo so apparently Cross Engine has incompatibility issues and bugs with Yanfly's Move Route Core plugin, causing weird things to happen and a ton of actions to execute simultaneously (I suppose the issue is with Altimit Movement). Has no one made a plugin to fix this? I tried doing it myself, but it's been difficult
  11. sakku said:
    Helloo so apparently Cross Engine has incompatibility issues and bugs with Yanfly's Move Route Core plugin, causing weird things to happen and a ton of actions to execute simultaneously (I suppose the issue is with Altimit Movement). Has no one made a plugin to fix this? I tried doing it myself, but it's been difficult
    Without knowing what exactly you tried to do I can't help you. You can try changing the plugin order (I have all Yanfly plugins above the Cross Engine ones). Also generally speaking Altimit makes it so moving forward goes by pixels instead of tiles.
  12. Hey guys, is there a (not too complex) way to use something like YEP_MoveRouteCore without lagging a lot because of Altimit? Making a boss move route has been giving me headaches.

    I wanted to make an event that goes to some X,Y points, and the easiest way to do that is using the "MOVE TO: x, y" from this YEP plugin, but it seems Altimit is too complex for that. I tried to find a command in Altimit, but it does not work with specific x,y points. I tried also making it move to events and place that events on the points, but it gets very complex and does not run well, the event does not stop on the right spots.

    I don't intend to make the event teleport to these spots, I really want it to walk.
  13. Cross Engine has a function tLoc(x,y) you can use.

    For example,

    Make the player move to coordinates 7,7:
    $gamePlayer.tLoc(7,7)

    Or in the event's move route:

    Make this move to the player's coordinates:
    this.tLoc($gamePlayer.x,$gamePlayer.y)
  14. AquaEcho said:
    Cross Engine has a function tLoc(x,y) you can use.

    For example,

    Make the player move to coordinates 7,7:
    $gamePlayer.tLoc(7,7)

    Or in the event's move route:

    Make this move to the player's coordinates:
    this.tLoc($gamePlayer.x,$gamePlayer.y)
    thanks, i'll try it.

    edit: it worked fine, thank you a lot! I'm sad that didn't see those scripts down in the description before.
  15. Please explain this error!
    I added Cross Engine into my DS parody project, and I got this.
    Screenshot (156).png
  16. Could you post your plugin list order and press F8 or F12 when that error comes up again?
    Also could you check if rpg_core.js is 1.6.2 or higher?
    1743369034890.png
  17. AquaEcho said:
    Could you post your plugin list order and press F8 or F12 when that error comes up again?
    Also could you check if rpg_core.js is 1.6.2 or higher?
    View attachment 336028
    I see. Let me inspect the files at 'js' folder.

    [Edit]
    On the other topic, I discovered a minor bug.
    I tried making a shockwave attack from the boss using multiple tool effects. For some reason, I got frozen when the attack occurs. (Please ignore the missing emblem bug, it's a HUDMaker event)
    Possibly a Chrono Engine bug or something else. Any fixes?
    Screenshot (159).png
  18. leo_nightogames said:
    I see. Let me inspect the files at 'js' folder.

    [Edit]
    On the other topic, I discovered a minor bug.
    I tried making a shockwave attack from the boss using multiple tool effects. For some reason, I got frozen when the attack occurs. (Please ignore the missing emblem bug, it's a HUDMaker event)
    Possibly a Chrono Engine bug or something else. Any fixes?
    View attachment 336033
    Could you post the tool event page and press F8 or F12 to see if there are any errors in the console?
  19. AquaEcho said:
    Could you post the tool event page and press F8 or F12 to see if there are any errors in the console?
    No errors found.
    If the enemy attacks with the custom tool event (SmasherController or any guide projectile) with another tool event (shockwave attack event), it freezes the player until the tool event is finished.
    I use this combo method for special effects. Screenshot (160).png
  20. Why do you have the tool event set to parallel? I don't think that would do anything. You also might get bugs telling a tool event to "act" to use another tool event.

    this.act() is meant to be used by a battler, e.g. the player, followers or enemies, that has actor/enemy stats.

    Your tool also isn't linked to any database entry for item/skill/weapon but can still collide with the player so the engine might bug out if it tries to look for that data on collision.