PLUEVNR

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Thank you! It (almost) works. At least I have something to begin with and I'll do the plugin request.

That code changes the emerge messages like I want to so it's perfect but it also changes my in battle dialogues ^^'

Thanks anyway!
 

Hyouryuu-Na

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Yeeey you have a slope move plugin ^^ I thought I tested out other stair movement plugins but none worked for pixel movement. Thank goodness I decided to go through your plugin list. I hope this one works for me. Will try it ^^
 

caethyril

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@Hyouryuu-Na: I think it will depend on how the pixel-move plugin is programmed, my slope move plugin just calls moveDiagonally when appropriate. If others haven't worked for you then I'm guessing mine won't either, but let me know if it does~ :kaothx:
 

Hyouryuu-Na

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Yeah, it doesn't work ;__; It's fine though. I evented it ^^ We have to sacrifice some useful plugins in exchange for pixel movement :")
 

RK DracoRoy

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@caethyril Using YEP_BattleEngineCore here, do you know where to go about and change the message box to a battle log message?

It's about the preemptive and surprise battle messages. I had realized those two would be better off as battle log messages where I won't have a message box playing when this or that happens at the start of battle.
 

caethyril

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@RK DracoRoy: find the displayStartMessages method in my BattleMessages plugin [edit: or the core scripts or Yanfly's Battle Engine Core, depends what you're using] and replace the appropriate $gameMessage.add parts with BattleManager._logWindow.addText. :kaohi:

Edit: whoops, misread your question, thought you were asking about my BattleMessages plugin. The method is BattleManager.displayStartMessages, you may have one or more plugins that override that. I guess you figured it out though~ :kaoslp:

This thread is only really for questions or announcements about my plugins, I recommend asking elsewhere, e.g. the JavaScript/Plugin Support board, for general queries:
 
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RK DracoRoy

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@caethyril Is it alright to port the MZ On Use Effects to MV? I still like the customization options in there and I've been working on MV a lot recently.

Just realized that would mean the custom damage popup text may have to go in that case besides the Show 0 Damage feature, since MV uses a png file.
 
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caethyril

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@RK DracoRoy: oof, it's a lot of stuff to go over. The battle popup stuff would probably need revising, though I think custom text might be OK? (It'll use the standard font, though, rather than a popup-specific one.) MV handles windows differently so the subskill window code might have to be reworked. For an MV plugin I'd also personally prefer to reduce the ES6 syntax to ES5, to reduce problems in older versions of the editor. A big part of it would be to test all ported features to ensure they're working as intended. All told I'm not in the right mindset for that kind of coding at the moment. :kaoslp:

If you're asking for permission to port it: feel free! In that case, please change the plugin's Author field to something like Caethyril (ported by your_name_here). If you do make a port and it seems to work OK, let me know and I'll link it here, in its own section~ :kaothx:
 

RK DracoRoy

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@caethyril The thing about that is I'd be fine without custom text. I do prefer using a damage popup PNG file with this Octopath I have.

I'm on 1.6.2 but for sure, not everyone uses 1.6.0+ for reasons. It was a request if you could do it for MV and for others, ES5.
 

RK DracoRoy

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@caethyril Using the ConsumeEval plugin, even if the conditions weren't passed, they still make the "pass condition" sound effect, but not the buzzer sound effect if they fail.

It had me thinking the conditions weren't working when in fact, they do but they're not making a buzzer sfx.
 

caethyril

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@RK DracoRoy: note that ConsumeEval does not change whether the item can be used, it only changes whether the item is consumed, i.e. removed from the inventory, when it is used. What you're seeing is the default behaviour.

If you'd like to add a buzzer SE when the consume condition fails, you can try replacing this part of the plugin:
JavaScript:
	// Alias item consumption to insert extra check.
	_.Game_Party_consumeItem = Game_Party.prototype.consumeItem;	// Alias
	Game_Party.prototype.consumeItem = function(item) {		// Override
		let sEval = item.meta.ConsumeEval;			// Get notetag
		if (_.testEval(sEval, item)) {				// Test eval
			_.Game_Party_consumeItem.call(this, item);	// Callback if test passes
		}
	};
...with this:
JavaScript:
	// Alias item consumption to insert extra check.
	_.Game_Party_consumeItem = Game_Party.prototype.consumeItem;	// Alias
	Game_Party.prototype.consumeItem = function(item) {		// Override
		let sEval = item.meta.ConsumeEval;			// Get notetag
		if (_.testEval(sEval, item)) {				// Test eval
			_.Game_Party_consumeItem.call(this, item);	// Callback if test passes
		} else SoundManager.playBuzzer();   // play buzzer SE if test fails
	};
 

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