Ok I'm having an error "property of 'list' undefined" I am setting up a test area. it has a player start and battle processing event that is it. I get this error
TypeError: Cannot read property 'list' of undefined
at Game_Interpreter.setupReservedCommonEvent (rpg_objects.js:8785)
at Game_Troop.setupBattleEvent (rpg_objects.js:5318)
at Function.BattleManager.updateEventMain (rpg_managers.js:2081)
at Function.BattleManager.updateEvent (/C:/Users/James/Google%20Drive/GAME%20STUFF/Games/Landaria%209-2016/js/plugins/YEP_BattleEngineCore.js:1643)
at Function.BattleManager.update (/C:/Users/James/Google%20Drive/GAME%20STUFF/Games/Landaria%209-2016/js/plugins/YEP_BattleEngineCore.js:1601)
at Scene_Battle.updateBattleProcess (rpg_scenes.js:2054)
at Scene_Battle.update (rpg_scenes.js:2046)
at Scene_Battle.update (/C:/Users/James/Google%20Drive/GAME%20STUFF/Games/Landaria%209-2016/js/plugins/YEP_BattleEngineCore.js:4148)
at Scene_Battle.update (/C:/Users/James/Google%20Drive/GAME%20STUFF/Games/Landaria%209-2016/js/plugins/YEP_VictoryAftermath.js:817)
at Scene_Battle.update (/C:/Users/James/Google%20Drive/GAME%20STUFF/Games/Landaria%209-2016/js/plugins/YEP_RowFormation.js:2019)
I have updated all plugins including Battle engine this morning. Any help would great been fighting this for a week.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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@cyberdragon1970, Yangfly sent a link to an updated BattleEngineCore just a few posts above yours, the one uploaded last night was not finalized.
But just in case it is not that, did you try turning off all plugins to check which it could be? -
Hey Yanfly,
I was looking at your Main Menu Manager plugin and I noticed something that could be improved:
lines 3739 to 3754:
Spoiler
for (Yanfly.i = 1; Yanfly.i <= 100; ++Yanfly.i) {
Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Name'])";
Yanfly.MMM.Name[Yanfly.i] = eval(Yanfly.line);
Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Symbol'])";
Yanfly.MMM.Symbol[Yanfly.i] = eval(Yanfly.line);
Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Show'])";
Yanfly.MMM.Show[Yanfly.i] = eval(Yanfly.line);
Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Enabled'])";
Yanfly.MMM.Enabled[Yanfly.i] = eval(Yanfly.line);
Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Ext'])";
Yanfly.MMM.Ext[Yanfly.i] = eval(Yanfly.line);
Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Main Bind'])";
Yanfly.MMM.MainBind[Yanfly.i] = eval(Yanfly.line);
Yanfly.line = "String(Yanfly.Parameters['Menu " + Yanfly.i + " Actor Bind'])";
Yanfly.MMM.ActorBind[Yanfly.i] = eval(Yanfly.line);
};
Can be changed to:
SpoilerCode:for (Yanfly.i = 1; Yanfly.i <= 100; ++Yanfly.i) { Yanfly.line = String(Yanfly.Parameters['Menu ' + Yanfly.i + ' Name']); Yanfly.MMM.Name[Yanfly.i] = Yanfly.line; Yanfly.line = String(Yanfly.Parameters['Menu ' + Yanfly.i + ' Symbol']); Yanfly.MMM.Symbol[Yanfly.i] = Yanfly.line; Yanfly.line = String(Yanfly.Parameters['Menu ' + Yanfly.i + ' Show']); Yanfly.MMM.Show[Yanfly.i] = Yanfly.line; Yanfly.line = String(Yanfly.Parameters['Menu ' + Yanfly.i + ' Enabled']); Yanfly.MMM.Enabled[Yanfly.i] = Yanfly.line; Yanfly.line = String(Yanfly.Parameters['Menu ' + Yanfly.i + ' Ext']); Yanfly.MMM.Ext[Yanfly.i] = Yanfly.line; Yanfly.line = String(Yanfly.Parameters['Menu ' + Yanfly.i + ' Main Bind']); Yanfly.MMM.MainBind[Yanfly.i] = Yanfly.line; Yanfly.line = String(Yanfly.Parameters['Menu ' + Yanfly.i + ' Actor Bind']); Yanfly.MMM.ActorBind[Yanfly.i] = Yanfly.line; };
Reason for this is at lines 3797 to 3811 you are reevaluating all of these parameters. Alternately you could keep the evals (could possibly even do it without eval) in the above lines and remove it at lines 3797 to 3811. -
Grid-Free Doodads – RPG Maker MV
Great plugin, but can you please add an option to disable the 'confirmation sound effect' after you place an object?
Right now, our only workaround is to lower the SE to 0 in the game options.
Thank you for your hard work on such amazing plugins! -
To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.
ALL bug reports MUST follow these guidelines and use this template:
Plugin Name: (What is the name of the plugin?)
Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)
Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).
Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)
Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report. If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.
Follow these Instructions. All steps MUST be followed or I will require you to redo it.
1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.
NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.
NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.
NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.
WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:
If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:
- It makes the user go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
- Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
- It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.
Thank you for understanding.
BASIC TROUBLE SHOOTING
1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/
2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.
3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?
4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager?
You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/
Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.
5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.
6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.
F.A.Q. ABOUT ATB AND CTB PLUGINS
The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.
- If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
- If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
- For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
- If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your
- In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
- For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.
If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord.
Posting this on the new page. For the users delivering bug reports, please follow the above format. - It makes the user go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
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Sorry in advance for the throwback question.
I was trying to implement the Actor Transformation tip and it works just fine with a normal state but I was trying to add the effect with a passive state on an accessory.
Apparently, <custom apply effect> is skipped when the accessory is equiped / the passive state is activated. What would the passive state equivalent be?
(Here is the link to the tip for quick reference: http://yanfly.moe/2016/07/06/tips-tricks-actor-transformations-rpg-maker-mv/ ) -
With the base parameter core settings for states, is it possible to give a passive state that scales a stat based on the user's level?
I'm trying with <atk Plus: +user.level> but it isn't working because I assume it has no idea what user.level is from this level. Any advice or other solutions?
(I'm trying to make a passive state that gives the user an atk boost while they have less than 25 tp) -
Plugin Name: YEP_BattleEngineCore 1.39b
Bug Explanation: BattleManager.queueForceAction(user, skill, target); now cause "TypeError: undefined is not a function" where it was working with version 1.39 - 1.39a
Error Report: TypeError: undefined is not a function
at Function.BattleManager.queueForceAction (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BattleEngineCore.js:1650:55)
at Game_Actor.eval (eval at <anonymous> (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BuffsStatesCore.js:1268:32), <anonymous>:3:15)
at Game_Actor.Game_Battler.customEffectEval (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BuffsStatesCore.js:1268:5)
at Game_Actor.Game_Battler.addStateEffects (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BuffsStatesCore.js:1282:10)
at Game_Actor.Game_Battler.addState (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BuffsStatesCore.js:1277:12)
at Game_Action.itemEffectAddNormalState (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BattleEngineCore.js:3148:14)
at Game_Action.itemEffectAddState (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/rpg_objects.js:1863:14)
at Game_Action.applyItemEffect (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/rpg_objects.js:1795:14)
at Game_Action.<anonymous> (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/rpg_objects.js:1660:18)
at Array.forEach (native)
Exact Steps on How to Replicate Bug: simply use BattleManager.queueForceAction will cause game error. To demonstrate this I create a state with custom apply effect to have it call for BattleManager.queueForceAction. I made a skill that can force target ally to attack the enemy with skill1 (Attack). Unless this skill is use the game goes on normally (Normal Attack, guard and etc.) but using this spell with ForceAction function attach to it cause instant TypeError. However older version (1.39 - 1.39a) seems to works fine with the ForceAction which I've also included inside the plugin folder (1.39 version). To replicate bug, in sample project use Harold special skill 'Attack Order' on ally to order an attack. Which will end up crashing the game. Then downgrade the version to 1.39 and test the same skill again and it should work as intended this time.
Sample Project (REQUIRED): https://www.dropbox.com/s/xacpokqg0imiept/BattleQueue.rar?dl=0 -
Sorry in advance for the throwback question.
I was trying to implement the Actor Transformation tip and it works just fine with a normal state but I was trying to add the effect with a passive state on an accessory.
Apparently, <custom apply effect> is skipped when the accessory is equiped / the passive state is activated. What would the passive state equivalent be?
(Here is the link to the tip for quick reference: http://yanfly.moe/2016/07/06/tips-tricks-actor-transformations-rpg-maker-mv/ )
Unfortunately, there aren't any functions for that, as passive states are not applied or removed even if them come in or out of inactivity.
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With the base parameter core settings for states, is it possible to give a passive state that scales a stat based on the user's level?
I'm trying with <atk Plus: +user.level> but it isn't working because I assume it has no idea what user.level is from this level. Any advice or other solutions?
(I'm trying to make a passive state that gives the user an atk boost while they have less than 25 tp)
There's no Lunatic Mode for the base core settings for states unfortunately. The only thing I can really commend is to have it scale based off the actor's base ATK through a trait.
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Plugin Name: YEP_BattleEngineCore 1.39b
Bug Explanation: BattleManager.queueForceAction(user, skill, target); now cause "TypeError: undefined is not a function" where it was working with version 1.39 - 1.39a
Error Report: TypeError: undefined is not a function
at Function.BattleManager.queueForceAction (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BattleEngineCore.js:1650:55)
at Game_Actor.eval (eval at <anonymous> (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BuffsStatesCore.js:1268:32), <anonymous>:3:15)
at Game_Actor.Game_Battler.customEffectEval (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BuffsStatesCore.js:1268:5)
at Game_Actor.Game_Battler.addStateEffects (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BuffsStatesCore.js:1282:10)
at Game_Actor.Game_Battler.addState (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BuffsStatesCore.js:1277:12)
at Game_Action.itemEffectAddNormalState (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/plugins/YEP_BattleEngineCore.js:3148:14)
at Game_Action.itemEffectAddState (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/rpg_objects.js:1863:14)
at Game_Action.applyItemEffect (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/rpg_objects.js:1795:14)
at Game_Action.<anonymous> (file:///D:/RPGmaker/Benz/Complete/BattleQueue/js/rpg_objects.js:1660:18)
at Array.forEach (native)
Exact Steps on How to Replicate Bug: simply use BattleManager.queueForceAction will cause game error. To demonstrate this I create a state with custom apply effect to have it call for BattleManager.queueForceAction. I made a skill that can force target ally to attack the enemy with skill1 (Attack). Unless this skill is use the game goes on normally (Normal Attack, guard and etc.) but using this spell with ForceAction function attach to it cause instant TypeError. However older version (1.39 - 1.39a) seems to works fine with the ForceAction which I've also included inside the plugin folder (1.39 version). To replicate bug, in sample project use Harold special skill 'Attack Order' on ally to order an attack. Which will end up crashing the game. Then downgrade the version to 1.39 and test the same skill again and it should work as intended this time.
Sample Project (REQUIRED): https://www.dropbox.com/s/xacpokqg0imiept/BattleQueue.rar?dl=0
Thanks, this will be looked into. -
Oh ok, thanks! I will work around it!
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@Yanfly
Plugin Name: YEP_BattleStatusWindow
Bug Explanation: On Frontview, when you make the Actor sprites be visible, they do not flash when the battle animation does.
It is curious because BattleEngineCore has this same function and when it is by itself there is no such problem... but if you use both, BattleStatusWindows overpowers BattleEngineCore and the character does not flash anymore (changing the order does not change it either).
Error Report: No error message, on console or otherwise.
Exact Steps on How to Replicate Bug: Set to show actor battlers in frontview battle. Create an animation that causes character to flash (it is hard to see with mv's pre-made animations). Make it show on the actor somehow. The flash will not happen, but the rest of the animation will.
Sample Project (REQUIRED): All I added to the project was the plugin - set to show actors in frontview battle, creating an animation that all it does is flash the character, and made standard attack use this animation.
https://www.dropbox.com/s/987gxfhclda5f7s/FlashTest.rar?dl=0 -
Sorry for just asking another question, but, does anybody know how, at roughly 5:10 of this video (weapon unleash plugin), Yanfly was able to get the text at the top of the screen to say 'The Brave Blade lets out a howl!' at the top of the screen? I've read through all the documentation but I just can't find out how it was done, and looking at the sample project didn't give any examples of weapon unleashes...
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Got a question for the grid-free doodads. What am I supposed to do after clicking "Save and Close"? I might have missed some step because they won't show up after deployment.
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@Ser Gob That's odd, when you save their data is stored in the Doodads.json who's in the Data folder of your project.
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@Ser Gob That's odd, when you save their data is stored in the Doodads.json who's in the Data folder of your project.
Apparently leaving "Exclude unused files" unchecked fixed it.
Anyone else having the same problem? -
So your issue was not with the doodad plugin.
This is an issue that happens when you export your project.
It affects audio folders, the picture folders and any custom folders or files as far as i know.
Just add them latter. -
Sorry for just asking another question, but, does anybody know how, at roughly 5:10 of this video (weapon unleash plugin), Yanfly was able to get the text at the top of the screen to say 'The Brave Blade lets out a howl!' at the top of the screen? I've read through all the documentation but I just can't find out how it was done, and looking at the sample project didn't give any examples of weapon unleashes...
Someone can tell me I'm wrong, but I'm fairly certain that this is just the base function by changing the messages under skills... -
Sorry for just asking another question, but, does anybody know how, at roughly 5:10 of this video (weapon unleash plugin), Yanfly was able to get the text at the top of the screen to say 'The Brave Blade lets out a howl!' at the top of the screen? I've read through all the documentation but I just can't find out how it was done, and looking at the sample project didn't give any examples of weapon unleashes...
Just name your "unleash" skill : "The brave blade lets out a howl" and it works. That's how I do it (since the unleash skill is a skill in itself and that it will not be learned in any way, at least in my game, in particular because for unleashing, it's better to put a 0 MP and 0 TP cost which wouldn't make sense for a regular skill) -
I'm not sure if this is a bug or not. If it is, I'll make a full bug report for it.
The description for YEP_BattleEngineCore states: "States with Action End have a unique trait to them where if the caster of the state is the current active battler (subject) and if the state is then applied on the user itself, they will gain a 'free turn'. The 'free turn' is to mitigate the user from losing 1 duration of the turn since with an Action End timing, they would lose the benefit of being under the state for that turn's timing."
Does this apply to buffs too? Because I noticed buffs follow an Action End system, but don't get a free turn. -
So your issue was not with the doodad plugin.
This is an issue that happens when you export your project.
It affects audio folders, the picture folders and any custom folders or files as far as i know.
Just add them latter.
I see. That's a lot of things to manually check and move. I'll just stick with parallax for now.