I just wanted to make a note that using the Step Switch and Instant Move plugins in tandem, along with Yanfly's Self Switches/Variables and a lot of eventing, I believe that one could theoretically put together the foundation for roguelike combat. So far, I don't have much except enemies that only move when the player takes a step, but it's a start.
So many great plugins! Thank you for your work!
One question: how exactly Cae_MovingWindows plugin works?
Does it just add little animations to all the windows?
P.S. I was hoping there's a plugin which can make Show Message window move via Plugin Command or something
P.P.S Weather plugin doesn't seem to be working. When I turned it ON all default weather effects just stop working for some reason.
So many great plugins! Thank you for your work!
One question: how exactly Cae_MovingWindows plugin works?
Does it just add little animations to all the windows?
P.S. I was hoping there's a plugin which can make Show Message window move via Plugin Command or something
Oh, yes, MovingWindows is intended mostly for simple timed movement, e.g. move in, or sway to and fro. You could do "triggered" movement with a more complex formula, but the position would reset when the window closes.
You could try asking over on the Plugin Requests board for an appropriate plugin. Could also be a good idea to specify what kind of movement you want (e.g. gradual or instant), and perhaps give an example.
Oh, yes, MovingWindows is intended mostly for simple timed movement, e.g. move in, or sway to and fro. You could do "triggered" movement with a more complex formula, but the position would reset when the window closes.
Hm... Yeah, that would be great. But I'm not sure how to do it since as I understand there are no Plugin Commands. I just want to change Window's coordinates via Script/Plugin command.
Hm... Yeah, that would be great. But I'm not sure how to do it since as I understand there are no Plugin Commands. I just want to change Window's coordinates via Script/Plugin command.
Hm...Works great, but doesn't that mean I could imitate windows movement simply by gradually changing those coordinates in a parallel event?
Is there any formula for that? Like w.x = +1 (smth like that) .
P.S. Sorry for talking about it in this threat.
Hm...Works great, but doesn't that mean I could imitate windows movement simply by gradually changing those coordinates in a parallel event?
Is there any formula for that? Like w.x = +1 (smth like that) .
P.S. Sorry for talking about it in this threat.
You'd want to be careful of where you're going with that, though, don't want to just keep going forever.
You can do a lot with just script calls! Plugins are often either to make things easier, or to improve performance, not just add new features. That said, my MovingWindows plugin lets you affect any window's movement (including ones not on the map), plus it should be slightly better performance due to bypassing the whole interpreter/eval thing.
Oh, just noticed this. Are you testing in a new project, and from a New Game? Just tested and it seems to be working OK for me in a v1.6.2 project. Also, if you have other plugins enabled, you could try disabling them to see if that helps, maybe it's conflicting with some other plugin.
Oh, just noticed this. Are you testing in a new project, and from a New Game? Just tested and it seems to be working OK for me in a v1.6.2 project. Also, if you have other plugins enabled, you could try disabling them to see if that helps, maybe it's conflicting with some other plugin.
I discovered your Time stop plugin, and it works very well. I must say thank you ^^
However, I'm using Dragonbons in addition to Yanfly's SVE system. And I tried adding the compatibility myself (since it's just adding a condition for the battler to update its graphics). And I seem to have found the function that updates the Dragonbones graphics :
Code:
Sprite_Animation.prototype.updateDragonBonesPosition = function() {
var position = this._animation.position;
if (position === 3) return;
var battler = this._target._battler;
if (!this._target) return;
if (!this._target._battler && (this._target._battler !== undefined)) return;
if (battler !== undefined) {
var data = battler.isActor() ? battler.actor() : battler.enemy();
if (position === 0) {
this.y -= data.meta.dragonbone_height;
} else if (position === 1) {
this.y -= data.meta.dragonbone_height / 2;
}
var heightRate = battler.battler().getFloatHeight() + battler.battler().getJumpHeight();
var height = heightRate * data.meta.dragonbone_height;
this.y -= height;
} else {
var battler = this._target.parent._battler;
if (battler && battler.hasDragonBone) {
var data = battler.isActor() ? battler.actor() : battler.enemy();
if (position === 0) {
this.y -= data.meta.dragonbone_height;
} else if (position === 1) {
this.y -= data.meta.dragonbone_height / 2;
}
var heightRate = this.battler.battler().getFloatHeight() + this.battler.battler().getJumpHeight();
var height = heightRate * data.meta.dragonbone_height;
this.y -= height;
}
}
};
But I don't know what to add to your plugin to add a compatibility to Dragonbones :c
I discovered your Time stop plugin, and it works very well. I must say thank you ^^
However, I'm using Dragonbons in addition to Yanfly's SVE system. And I tried adding the compatibility myself (since it's just adding a condition for the battler to update its graphics). And I seem to have found the function that updates the Dragonbones graphics :
Code:
Sprite_Animation.prototype.updateDragonBonesPosition = function() {
var position = this._animation.position;
if (position === 3) return;
var battler = this._target._battler;
if (!this._target) return;
if (!this._target._battler && (this._target._battler !== undefined)) return;
if (battler !== undefined) {
var data = battler.isActor() ? battler.actor() : battler.enemy();
if (position === 0) {
this.y -= data.meta.dragonbone_height;
} else if (position === 1) {
this.y -= data.meta.dragonbone_height / 2;
}
var heightRate = battler.battler().getFloatHeight() + battler.battler().getJumpHeight();
var height = heightRate * data.meta.dragonbone_height;
this.y -= height;
} else {
var battler = this._target.parent._battler;
if (battler && battler.hasDragonBone) {
var data = battler.isActor() ? battler.actor() : battler.enemy();
if (position === 0) {
this.y -= data.meta.dragonbone_height;
} else if (position === 1) {
this.y -= data.meta.dragonbone_height / 2;
}
var heightRate = this.battler.battler().getFloatHeight() + this.battler.battler().getJumpHeight();
var height = heightRate * data.meta.dragonbone_height;
this.y -= height;
}
}
};
But I don't know what to add to your plugin to add a compatibility to Dragonbones :c
I don't currently have a project set up with DragonBones and I'm not familiar with the plugin myself...
I'd suggest posting over in Plugin Support instead, to see if someone more familiar with DragonBones can help you identify where to intercept the battler update code.
Hi, I was wondering if it would be possible to have some sort of patch to have these two plugins working properly together? Unless I'm doing something wrong, it seems like DreamX's plugin only supports text for the first 6 choices. I have a menu with 18 choices and when I go past the 6th option, the text I wrote for the other ones don't show up.
I am adamant about not having missable quests, which means having to write entirely new scenes at each plot progression that takes into account that time and events have passed since the quest could first be accepted while still having there be a quest to solve in the first place. It's worth every second.
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