Need Help?
Throwable items such as TNT and Bodypillow are bugged while testing the game with this plugin set.
I use MOG_PickupThrow.
Any fixes?
CROSS ENGINE: Combining Chrono Engine with Altimit Movement
● ARCHIVED · READ-ONLY
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TNT and Bodypillow aren't in the demo so they are custom tools that you made. If you want help you'll need to post their tool event pages and explain how exactly they are buggedNeed Help?
Throwable items such as TNT and Bodypillow are bugged while testing the game with this plugin set.
I use MOG_PickupThrow.
Any fixes? -
Same as the Cross Engine Demo (bomb). I can pick up the bomb (or any throwable item using tool event), but cannot throw directly.
Edit: The bomb from cross engine demo at the tool event map has the same event commands as the chrono one, also the character movements -
If you move MOG_PickupThrow after CrossEngine in your plugin list it will work
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It finally worked!
[Edit/Update]
I was trying to find a plugin/patch for CT (Sprint Bar) efficiency using states/items, but nothing found in this forum, I think [MOG's ChronoCT]
Also, explain this while using Galv's Cam Control
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The comments won't take a variable but you can bypass using a comment for ct cost and put whatever cost you want in the tool's move route[Edit/Update]
I was trying to find a plugin/patch for CT (Sprint Bar) efficiency using states/items, but nothing found in this forum, I think [MOG's ChronoCT]
Code:"This tool's CT cost is Control Variable 1. Then pay the CT cost."this._tool.ctCost = $gameVariables.value(1); this.payCTCost();
Otherwise you'd have to edit the plugin code. This method lets you do it from the engine without editing the plugin.
If you want a different CT cost if the user is affected by a state use
Code:"This tool's CT (base) cost is 50. If the user is affected by state 28, overwrite the CT cost so it's 25. Then pay the CT cost"this._tool.ctCost = 50; if(this.user().battler().isStateAffected(28)){this._tool.ctCost = 25;} this.payCTCost();
I don't ever get that bug so I can't tell you. When exactly does it happen and could you press F8 or F12 and show the console log?Also, explain this while using Galv's Cam Control
View attachment 336202 -
I've added a collider in a comment on an enemy event, and if I stand facing the enemy one tile away. The player character tries to interact with the enemy instead of using attack. I have found a work around where I set the trigger to event touch/player touch instead of action button. However I would like to know if there's other workarounds. As event touch would mean the enemies trigger each other's events when touching and player touch might interrupt the player's input (maybe?) The other skills work fine as they don't use the action button.
This is one of the colliders, there's nothing else aside from other chrono engine related comments on the event page.
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Could you show the full event page? Also are you using my perfect collision patch plugin? If you don't use the patch, default Cross Engine will only have the hitbox as a circle at the base of the sprite. The patch makes it so hitbox is the same as Altimit collidersI've added a collider in a comment on an enemy event, and if I stand facing the enemy one tile away. The player character tries to interact with the enemy instead of using attack. I have found a work around where I set the trigger to event touch/player touch instead of action button. However I would like to know if there's other workarounds. As event touch would mean the enemies trigger each other's events when touching and player touch might interrupt the player's input (maybe?) The other skills work fine as they don't use the action button.
This is one of the colliders, there's nothing else aside from other chrono engine related comments on the event page.
View attachment 336658
My enemy pages just look like this and you can see there's no issue hitting them in my video
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Could you show the full event page? Also are you using my perfect collision patch plugin? If you don't use the patch, default Cross Engine will only have the hitbox as a circle at the base of the sprite. The patch makes it so hitbox is the same as Altimit colliders
Even if there's only the collider comment on the event, it would try to trigger the event instead of doing an attack when I get too close. -
Could you show Page 1?
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Just the usual enemy info, everything's setup properly in the database too. I only got this bug when I added cross engine and the collider commentCould you show Page 1?
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If you're not using my patch and going by default Cross Engine then I think the hitbox can be made unreachable by your weapon if you expand the Altimit collider much larger than the hitbox. By default the hitbox is a .5 (diameter?) circle centered on the event's base
If you want the hitbox to be larger you have to either use my patch or use the Body Size note in the enemy's database entry like the werewolves and bosses have. -
Where do I put it? I've tried putting it at the very top and bottom of the list and right above and below cross engine plugin, but the PC still can't attack when the enemy event is around one tile away. I've also tried to shrink the hitbox but it still doesn't let me attack when I stand too close, even with your patch activated. It's just recognizing the enemy as a normal event if I have the collider comment in.If you're not using my patch and going by default Cross Engine then I think the hitbox can be made unreachable by your weapon if you expand the Altimit collider much larger than the hitbox. By default the hitbox is a .5 (diameter?) circle centered on the event's base
If you want the hitbox to be larger you have to either use my patch or use the Body Size note in the enemy's database entry like the werewolves and bosses have. -
You put it after Cross Engine because it overwrites a Cross Engine function.
I can't replicate your issue at all. Could you post your tool event page? Or can you tell me how to replicate the issue in the demo project? -
I think it might be a hardware thing then, even when I don't touch anything in the cross engine demo and just add a collider to one of the werewolf events it would stop me from attacking. I'm using windows 10 though so not sure what's causing the problem. I'll just ignore it for now and change the trigger to event touch.You put it after Cross Engine because it overwrites a Cross Engine function.
I can't replicate your issue at all. Could you post your tool event page? Or can you tell me how to replicate the issue in the demo project?
Thanks for helping though. -
Ok, I was able to replicate the issue. It looks like what's happening is the tool event can't "spawn" if its spawn point is entirely inside the enemy's collider. It's also only an issue if the enemy event is set to normal priority. Let me see if I can find a good solution.I think it might be a hardware thing then, even when I don't touch anything in the cross engine demo and just add a collider to one of the werewolf events it would stop me from attacking. I'm using windows 10 though so not sure what's causing the problem. I'll just ignore it for now and change the trigger to event touch.
Thanks for helping though. -
You are a lifesaver!The comments won't take a variable but you can bypass using a comment for ct cost and put whatever cost you want in the tool's move route
Code:"This tool's CT cost is Control Variable 1. Then pay the CT cost."this._tool.ctCost = $gameVariables.value(1); this.payCTCost();
Otherwise you'd have to edit the plugin code. This method lets you do it from the engine without editing the plugin.
View attachment 336246
If you want a different CT cost if the user is affected by a state use
Code:"This tool's CT (base) cost is 50. If the user is affected by state 28, overwrite the CT cost so it's 25. Then pay the CT cost"this._tool.ctCost = 50; if(this.user().battler().isStateAffected(28)){this._tool.ctCost = 25;} this.payCTCost();
I don't ever get that bug so I can't tell you. When exactly does it happen and could you press F8 or F12 and show the console log? -
I just want to warn that the Cross Engine is not compatible with Galv's layer plugin (that I use for parallax mapping). The game crashes when I go on a parallaxed map. (I'm not asking for a patch, I just want to report.)
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i use both and I got no problem with them, but I don't really like Galv's layer because of the memory leak. They do work together for me tho. Are you sure that it is an issue with them?I just want to warn that the Cross Engine is not compatible with Galv's layer plugin (that I use for parallax mapping). The game crashes when I go on a parallaxed map. (I'm not asking for a patch, I just want to report.)
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Yes, I turned off all my plugins and this one was the only one to bug