VE - Throwable Objects

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Started by Victor Sant 65 posts Page 2 of 4 View original ↗
  1. Victor Sant said:
    The same as an arrow, just change the speed. Look at the plugin help, there are examples there.



    And that's what I figured. I saw that the plug-in didn't play well with Yanfly's latest BattleCore, and thought I had the previous version but I did not. I think I've fixed the issue. Great plug-in!
  2. Hey Victor, Love your plugins


    I have 1 issue that is preventing me from continuing my big project. Throw able objects ver 1.01 is not compatible with Yanfly battle core ver 135b


    I would greatly appreciate it if you could make a compatibility patch or direct me in how I can do so myself. Thanks!
  3. NickCreator said:
    Hey Victor, Love your plugins


    I have 1 issue that is preventing me from continuing my big project. Throw able objects ver 1.01 is not compatible with Yanfly battle core ver 135b


    I would greatly appreciate it if you could make a compatibility patch or direct me in how I can do so myself. Thanks!



    No offense, but you're wasting your time. I have nearly pulled my hair out working with older versions of BattleCore, trying to get it to work for a few weeks. The reason the Throwable Objects animations don't show up when BattleCore is active is because of the calls that BattleCore uses, as previously explained by Victor. The only way the two plug-ins will function correctly together is if either Victor modifies the calls Throwable Objects uses, or Yanfly modifying the way BattleCore works, and neither things look like they're likely to happen. You'll have to choose to use one plug-in or the other. 
  4. @NickCreator The plugin had a patch to work with the Battle Core and a recent update made it stop working. I won't make another patch.


    How can you do it yourself? Only learning javascript and understanding how both plugins work.


    The battle core is really complex, and I don't have neither the time or the will to learn and understand fully how it works.
  5. It's possible to have animation for throw many shuriken ?


    Because it's difficult to have a no-weapon to Throw if i don't have a way for animate it in fight ...
  6. Only one object is thrown.
  7. Ok ...


    And, it's possible to have a skill where the ninja throw money to the enemy for damage it ?


    I will just have animation for throw a shuriken ...(and have more animation for throw another type of shuriken or kunai if possible.)
  8. Nina888 said:
    And, it's possible to have a skill where the ninja throw money to the enemy for damage it ?

    This plugin is only about the throwing animation, You're the one who decides the graphic, so, as long you provide a matching graphic, anything can be thrown.


    About the mechanic of the actor using money on a skill to deal damage? Not the scope of this plugin.
  9. Victor Sant said:
    About the mechanic of the actor using money on a skill to deal damage? Not the scope of this plugin.



    Maybe in an other plugin from you ?
  10. Nina888 said:
    Maybe in an other plugin from you ?

    I have no plugin that do this.
  11. Well ...


    Sorry ... I'm just think in the futur for this plugin for throw money.
  12. Found out the reason why the early damage effect happens it's because of Yanfly battlecore making issues when both enabled a damage happens on the target before the action takes effect, even when you're using only a normal skill.


    Mentioning it incase someones fall into this issue.
  13. I have see it ...


    I search an another way for do a throw comand compatible with Yanfly battlecore (all the skill effect is doubled and did with animation on the enemy first and animation of the user who cast the skill and make the second time the effect.)


    It's possible to have this plugin changed for work with yanfly plugin , please ?
  14. Making patches for yanfly plugins is a pain. Most time they stop working when yanfly updates his own plugins so...
  15. It's posssible to have a update for compatibility of VE plugin and Yanfly plugin ?
  16. @Victor Sant, I'm working on a workaround to make your plugin sort of work Yanfly plugins. I wrote a plugin that just re-adds the Window_BattleLog code removed by Yanfly. That makes your plugin work fine, but since your plugin AND Yanfly's plugin are both working, each attack is actually two attacks. Using Yanfly's Action Sequences, I made the second attack do nothing so the only thing you see when you attack is the attack created by your plugin and the original RM code. That's enough of a fix for people who don't want to use their own action sequences, but kind of a bummer if they do.


    I can edit the Window_BattleLog code to only apply when the actor's attack motion is set to "missile". That way the fix doesn't apply to anyone using a "thrust" or "swing" attack motion.


    I was thinking I could do the same thing, but to the aspects of your code that manifest the damage effect before the attack. Basically, remove the Yanfly attack for missile attacks and remove the standard attack for thrust and swing attacks.


    Where in your code would I have to create conditional statements to accomplish this?
  17. I only stumbled on this plugin today, when I thought hey I'll create and throwing skill. installed it and all works well, just what your saying @Michael Caiola, it registers 2 attacks. one during and one after the skill, which is pretty pants :(  don't expect victor to sort it out but would be cool to know if we could get around this. I do use many of victors plugins, Materia,  fog and overlay, direct commands and diagonal movement all which work SUPER :)  
  18. Do you use action sequences? I have a fix for this, but you lose the ability to use custom action sequences. The physical/magical/certain hit animation still comes after the attack, though, for skills other than the standard attack. I'm working on a fix for that.


    View attachment 50866
  19. Hi , what do you mean ? I use yanfly action sequences, I have skills like dragoon jump , player jumps up in air and strikes an enemy.  Is that what you mean ? Don't really Wanna loose that :(  Lol . How's the fix coming along? :3 would be sweet. Wish I understood js. Thanks 
  20. Yeah, that's what I mean. The fix wouldn't work for you right. I'm still working on it. Stay tuned.