CROSS ENGINE: Combining Chrono Engine with Altimit Movement

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Started by Restart 206 posts Page 9 of 11 View original ↗
  1. 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?
  2. leo_nightogames said:
    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?
    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 bugged
  3. 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
  4. If you move MOG_PickupThrow after CrossEngine in your plugin list it will work
  5. 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
    Screenshot (167).png
  6. leo_nightogames said:
    [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]
    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.ctCost = $gameVariables.value(1); this.payCTCost();
    "This tool's CT cost is Control Variable 1. Then pay the CT cost."

    Otherwise you'd have to edit the plugin code. This method lets you do it from the engine without editing the plugin.

    1743644551709.png

    If you want a different CT cost if the user is affected by a state use
    Code:
    this._tool.ctCost = 50; if(this.user().battler().isStateAffected(28)){this._tool.ctCost = 25;} this.payCTCost();
    "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"
    leo_nightogames said:
    Also, explain this while using Galv's Cam Control
    View attachment 336202
    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?
  7. 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.
    1744016645243.png
  8. Codename01 said:
    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.
    View attachment 336658
    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

    My enemy pages just look like this and you can see there's no issue hitting them in my video
    1744052274205.png

  9. AquaEcho said:
    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. 1744080970865.png
  10. Could you show Page 1?
  11. Jenai said:
    Could you show Page 1?
    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 comment
  12. 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.
  13. AquaEcho said:
    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.
  14. 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?
  15. AquaEcho said:
    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.
    Thanks for helping though.
  16. Codename01 said:
    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.
    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.
  17. AquaEcho said:
    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.ctCost = $gameVariables.value(1); this.payCTCost();
    "This tool's CT cost is Control Variable 1. Then pay the CT cost."

    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.ctCost = 50; if(this.user().battler().isStateAffected(28)){this._tool.ctCost = 25;} this.payCTCost();
    "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"

    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?
    You are a lifesaver!
  18. 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.)
  19. Midona018 said:
    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.)
    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?
  20. Yes, I turned off all my plugins and this one was the only one to bug