MZ - Schala Z Engine (Chrono Engine MZ) Suggestions Thread

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Started by AmeerAshourDraws 25 posts Page 2 of 2 View original ↗
  1. bass2yang said:
    You may need to use Math.floor() or other ways to remove the float value for the line up.

    Chrono Engine is depending on the actors moving to a specific tile position which means any other pixel movement will require them to be at the exact position.

    If it is off even by a fraction, it will continuously try to get to that position, resulting in a softlock with actors moving around like crazy.
    Well, I looked everywhere in the Chrono Engine for any part of the code that would need Math.floor on anything that is related to the followers' position, but I barely got far.

    I only managed to get things working once, but I think it's pure luck that the followers got to the exact positions as I have no idea how I did it. And when it did, normal attacks didn't work and only the techs worked.

    There's definitely something I'm missing because when I boot up the Cross Engine with the Altimit Movement in MZ, it would work but the followers wouldn't get into position, but at least it wasn't like the other pixel movement plugins where you can still move the party even during battle. So, there's definitely something I'm doing wrong, I'm probably not looking at the right place
  2. Someone asked while making this a few days ago if I will be releasing a beta version of the plugin so others can test it and report any issues I haven't found, so I figured since I did the main stuff I wanted to do, making a beta release would be a nice way to receive feedback on any issues I didn't know or see. So, here it is!

    https://ameerashourdraws.itch.io/schala-z-system-beta

    Now, don't think that this is anywhere close to a finished release. This series of plugins still have their issues which I've laid out in the ReadMe and the Itch.io page. So, best idea to follow them and keep them in mind. If you want to report any errors or add any suggestions, please put them here.
  3. Took a quick look at the project this morning. It's definitely great to see this working natively in MZ!

    As you've stated this is a beta, so I'm not expecting a polished release. That being said since you've asked for feedback, here's a few things I noticed when compared to the original.

    You've probably know this already since not all techs are included on the default characters, but not all the tool events are working like the original. Of the few I checked, Plasma wave doesn't do the sprite rotation and delta force doesn't seem to do any damage. May be worth your time to do a one to one comparison with the originals in MV.

    With the original you could script commands like this.target().requestAnimation(x)
    . I see you've removed this from the help info, and trying to use the command caused an error for me, is there a replacement?

    Lastly with the original demo, all the extra entries had been removed from the database making it easy to determine what had been changed for a newbie. In your demo's current state it's a mix of a new default MZ project and the Schala Z Engine entries. The Actor tab is especially a good example of this, with the default characters and classes still there making it harder for a newbie to see what's been changed.

    Thanks for your work on this project. I look forward to seeing what this will become in the future!
  4. Crim_T said:
    Took a quick look at the project this morning. It's definitely great to see this working natively in MZ!

    As you've stated this is a beta, so I'm not expecting a polished release. That being said since you've asked for feedback, here's a few things I noticed when compared to the original.

    You've probably know this already since not all techs are included on the default characters, but not all the tool events are working like the original. Of the few I checked, Plasma wave doesn't do the sprite rotation and delta force doesn't seem to do any damage. May be worth your time to do a one to one comparison with the originals in MV.

    With the original you could script commands like this.target().requestAnimation(x)
    . I see you've removed this from the help info, and trying to use the command caused an error for me, is there a replacement?

    Lastly with the original demo, all the extra entries had been removed from the database making it easy to determine what had been changed for a newbie. In your demo's current state it's a mix of a new default MZ project and the Schala Z Engine entries. The Actor tab is especially a good example of this, with the default characters and classes still there making it harder for a newbie to see what's been changed.

    Thanks for your work on this project. I look forward to seeing what this will become in the future!
    Thanks for the feedback! I believe the event comments bugging out is due to the fact that MZ has different syntax for a lot of stuff compared to MV. The request animation in MZ, for example, requires both the animation ID AND the target event where the animation will be played. So that's definitely something I'll have to look at.

    Wanted to get the base porting done first before looking into the techs, which I'll definitely do once I resume
  5. I'm writing this here because I could use some help with the two issues that are troubling me right now. Now, the main stuff for the engine is pretty much done, I'd say it's 70% done, but there are some issues that are making me stuck and unable to do progress. And I'll also allow suggestions and recommendations to the issues.

    The first one has to do with the Force Damage plugin command, or rather, any event tool plugin command. I've been trying to get it to work in the MZ format rather than the MV one like I did with the ATB mode, the Set Battler Position and the Set Battler Direction. However, unlike those three, anytime I use the Force Damage plugin in the MZ style, it crashes the game, and what bugs me even more is that the MV version of the plugin command works flawlessly without any errors. I've pinpoint the issue to the MZ version not picking up the event tool ID used, and I have no idea how that even happens because all I did was make the MZ commands reference the already existing function that uses the MV plugin commands, and it worked fine with the three commands I mentioned. So, I'm gonna have to find a way to make it see it, and I may have to apply it to the other event tool plugin commands that exist.

    The other issue I have is the "tool_angle_animation". Basically, it's supposed to rotate the animation that's playing to the direction the player is facing. In the Chrono/Cross Engine demos, even in when opened in MZ, it works flawlessly, but with me, it doesn't. I traced the issue to the function not being called when the directionMode boolean is set to true, but I'm not sure how accurate I am with this, and trying to call the function itself when the boolean is true only causes the game to crash.

    So, as of now, these are the two issues that are causing problems for me, and so far, I'm having trouble finding the solution, if there is any. I'm still a bit of an amateur when it comes to MZ coding, but if anyone can help me with the issues I'm having, I'll gladly appreciate it