Sweetmayham

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OMFG your battlestep-Y plugin is something ive bin looking for for a bit only question is:
Is it possible to have for example battler 1 and 2 be more on the left side and always "Face" the middle and the same with actor 3 and 4 to be more on the right and face the middle? is that something that could you could do...?
 

caethyril

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@HalcyanStudio - I'm mostly focused on MZ right now. However, if you only need to change the position temporarily, e.g. for a single message, then you may just be able to use this sort of thing in a Script command (untested):

SceneManager._scene._gabWindow.y = 123;
With this, I imagine the gab position will reset on any scene change, e.g. start battle, open pause menu, change map.

@Sweetmayham - if it's always the same people in the same slots, you could just flip the battler images. Otherwise this might work (untested):
JavaScript:
/*:
 * @target MV MZ
 * @plugindesc Mirror actor battlers who are in the right-hand half of the screen.
 * @author Caethyril
 * @url https://forums.rpgmakerweb.com/threads/106255/
 * @help Free to use and/or modify for any project, no credit required.
 */
void (function(alias) {
    Sprite_Actor.prototype.updateMain = function() {
        alias.apply(this, arguments);
        if (this._homeX > Graphics.boxWidth / 2 && this.scale.x > 0)
            this.scale.x *= -1;
    };
})(Sprite_Actor.prototype.updateMain);
However, there are probably better ways to do it and I don't know how that would behave with stuff like YEP Action Sequences. :kaoslp:

:kaohi: Remember you can request plugins over here, too~
 

Sweetmayham

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if it's always the same people in the same slots, you could just flip the battler images
Well no not really wich is why i asked
Otherwise this might work (untested):
This works perfectly! the only and literally only problem im having is the fact that there facing the wrong ways when positions have bin changed? soooo actor 1 when on the left side faces to the left while there supposed to flip away from there if that can be changed thad be niceeee

Remember you can request plugins over here, too~
I also did this but so far no one has really helped or responded to my question :kaoswt2:
 

HalcyanStudio

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@HalcyanStudio - I'm mostly focused on MZ right now. However, if you only need to change the position temporarily, e.g. for a single message, then you may just be able to use this sort of thing in a Script command (untested):

SceneManager._scene._gabWindow.y = 123;

With this, I imagine the gab position will reset on any scene change, e.g. start battle, open pause menu, change map.

Works perfectly, thanks!
 

caethyril

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@HalcyanStudio - great, happy RPG Making!

@Sweetmayham - I'll discuss it in that thread, then~
 

caethyril

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I recently released a new RMMV plugin, Cae_FullScreenOption. It can be found in the "General" category of the opening post. The name is pretty self-explanatory: it adds a "full screen" setting to the in-game options screen. This setting tracks with other forms of full-screen, e.g. F4.

According to one tester, it works A-OK with YEP Options Core as well. :kaohi:
 

Icey1992

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"Cae_EssentialActors" doesn't seem to work when I'm using Olivia's "Olivia_OctoBattle.js" I tried putting both below and under and have the one actor his zero hp. how would I go about fixing this?
 

caethyril

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@Icey1992 - things to try:
  1. Check if the actor has State Resist: Death. If so, he's not dead, even if he's at 0 HP.
  2. Check you have set that actor to be essential in the plugin's Essential Actors parameter.
  3. Turn off all other plugins, save your project to apply changes, then test.
  4. Change the plugin load order (click+drag), save your project to apply changes, then test.
    (I guess that's what you meant by "putting both below and under".)
If none of that works, consider finding a different solution, or starting a new thread in Plugin Support. Olivia's Octobattle plugins are paid, though, so you may have to wait a bit for a helpful answer.
 

SolidGent91

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Hi, your BattleStepY plugin has been just what I've been looking for! Thank you for making it and solving my frontview problems!

Just one thing though, and I'm sorry if this has been asked before: I've noticed that using the default Home Position X formula causes the characters to be standing on the opposite sides to where they should be (the party order goes from right to left instead of from left to right). Removing the "* ($gameParty.battleMembers().length" part solves this, but I like how this bit of formula also centralises the characters at all times, so I'm not sure how to edit this formula to flip everybody's X positions.
 
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caethyril

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@SolidGent91 - ah, yea, I never got around to changing the default... :kaoslp:

The order can be reversed with a little algebra (index goes from 0 to "party size - 1"):
Default x-position formula in reverse order (swap index for $gameParty.battleMembers().length - 1 - index and simplify):
Code:
Graphics.boxWidth / 2 + 96 * (index + 0.5 - $gameParty.battleMembers().length / 2)
...I don't know why I originally had them ordered right-to-left. :kaoswt2:
I've just updated it to v1.2 with this as the default parameter value~
 

SirCumferance

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Not sure if you all knew this or not, the Opacity Plugin you made doesnt work in the Battle Test, and the smaller the number is more faded. Love it though, my rogue types legit looks hidden, lol
Thanks
 

ATT_Turan

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Not sure if you all knew this or not, the Opacity Plugin you made doesnt work in the Battle Test
Many plugins don't, the battle test doesn't perform the full database loading procedure. That's why once you start using plugins, it's generally more reliable just to place some events to get into sample battles and use the playtest function.

and the smaller the number is more faded.
That's what opacity means. :wink:
 

caethyril

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the Opacity Plugin you made doesnt work in the Battle Test
I just tested and it works for me. It might be a plugin conflict (I think that's unlikely in this case). Or...
Many plugins don't, the battle test doesn't perform the full database loading procedure.
This a common misconception, at least for MV/MZ. Most of the time it's actually just because you didn't save your project to apply Plugin Manager changes before launching battle test. The editor prompts you to save on playtest, but not battle test (because in the latter case, the database is open).

And, like Turan says, 100% opacity (opaque) = 0% transparency (transparent), and vice versa. :kaohi:
 

ATT_Turan

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This a common misconception, at least for MV/MZ.
Hmm, okay. I know it's something I've personally experienced, but it was years ago at this point so I won't pretend to remember whether or not I had saved in those specific instances :wink:
 

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