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Azure_Sinbad

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Hi people,

Looking for help with 2 separate issues I'm having with these plugins, first up;
In battle when my enemies are going to attack, if I have them animated to run right right up to my party, if there is any overlap between the two, my enemy will be beneath my party characters instead of above, this means that if for instance the enemy goes to attack the 4th party member who if furthest down and closest to the camera, they appear underneath/overlapped by the rest of the party.
Is there any way of changing this?

Second with Action Sequence Pack 3, with this plugin turned on, if I'm making an event during combat/for a troop, I can't seem to get the screen to shake at all, I've turned this off and every different way I've set the screen to shake be it through script or event commands, works, but with it turned on nothing.
I've even looked at having the event I'm running use the force action command and making a screen shake skill but it still doesn't work.
I'm stumped.

Any suggestions at all would be much appreciated.

Thanks.
 

HumanNinjaToo

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First one, you could maybe use x,y coordinates with the move command within the action sequence to keep the enemy battler far enough away from the actors that this issue won't happen.

Second one, the shake screen should be used within the action sequence when using that plugin. You may check out this tips and tricks about dramatic entry, it shows a small example of using action sequences to do special things during the battle scene.
 

Azure_Sinbad

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First one, you could maybe use x,y coordinates with the move command within the action sequence to keep the enemy battler far enough away from the actors that this issue won't happen.

Second one, the shake screen should be used within the action sequence when using that plugin. You may check out this tips and tricks about dramatic entry, it shows a small example of using action sequences to do special things during the battle scene.

Hi thanks for getting back to me, unfortunately your suggestions haven't solved either of my problems.

With the first issue, the enemy in question is a slightly larger sprite, and the attack that they do is a physical hit attack which I would like to look like they're actually hitting the character as closely as possible. I'm just confused as I've seen plenty of videos online of enemies being the priority sprite in this situation and overlapping the other characters and not the other way around, and I just don't understand how this is done.

Secondly, I have used the shake screen within the action sequence, the problem is that no matter what the screen just doesn't shake.
If I turn Action Sequence Pack 3 off, it does work, when it's on, it doesn't, so it seems to be interfering with the shake screen feature somehow but I just don't know how.

Edit: I should also add that the shake screen feature doesn't work just in battle, out of battle it's functioning fine.


UPDATE: Okay people so I've been able to find a solution to the first problem in a code posted on here a few years back, I just hadn't found it so that's solved.

The issue still remains with the screen shake however so I'm hoping something will come up there.
 
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HumanNinjaToo

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Glad you were able to solve the first one. As for the second, I'm not sure, that seems weird that it would be causing some kind of conflict when it's turned on.

You could try double checking your plugin order against Yanfly recommended order. Also, maybe double check all the plugins are up to date. Beyond that, I'm not sure, but I'll let you know if I discover anything.
 

Azure_Sinbad

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Glad you were able to solve the first one. As for the second, I'm not sure, that seems weird that it would be causing some kind of conflict when it's turned on.

You could try double checking your plugin order against Yanfly recommended order. Also, maybe double check all the plugins are up to date. Beyond that, I'm not sure, but I'll let you know if I discover anything.

Yeah I've checked my plugin order and the versions and they're all up to date :/
Thank you though, hopefully there's a fix otherwise I've got to decide on what to leave out which I'd rather not!

UPDATE: I've just gone into the plugin and deleted all of the code for the camera clamp feature so that's what was stopping it from working.

So problem solved.
 
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AnNihilate

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Yeah I've checked my plugin order and the versions and they're all up to date :/
Thank you though, hopefully there's a fix otherwise I've got to decide on what to leave out which I'd rather not!

UPDATE: I've just gone into the plugin and deleted all of the code for the camera clamp feature so that's what was stopping it from working.

So problem solved.
Hello! I think I met the same problem as you met, the camera clamp blocks the shake screen function. I also deleted the code related to the camera clamp but it still doesn't work. Screen shaking remains disabled. Could you please tell me a bit more about which part you've deleted if possible? I appreciated it.
 

Azure_Sinbad

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Hello! I think I met the same problem as you met, the camera clamp blocks the shake screen function. I also deleted the code related to the camera clamp but it still doesn't work. Screen shaking remains disabled. Could you please tell me a bit more about which part you've deleted if possible? I appreciated it.
Hey no worries, just give me a bit to compare the original plugin to my edited one to check what I deleted :)
 

PsyAce

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Hey no worries, just give me a bit to compare the original plugin to my edited one to check what I deleted :)
Hate to bother, but would it be possible for you to upload your edited plugin? I am having this exact issue and I too can't get it to work by deleting stuff myself.
 

Azure_Sinbad

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Hate to bother, but would it be possible for you to upload your edited plugin? I am having this exact issue and I too can't get it to work by deleting stuff myself.
Hey, no problem if you just give me a moment I'll send you a message with the details of what I edited etc.
 

Patchourin

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Hey, no problem if you just give me a moment I'll send you a message with the details of what I edited etc.

Sorry to bother you this late after initial post but I also have the same issue with the plug-in. Is it possible to know the edits required?
 

Azure_Sinbad

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Sorry to bother you this late after initial post but I also have the same issue with the plug-in. Is it possible to know the edits required?

You should have a message :)
 

Azure_Sinbad

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For anyone else that wanders on to this, here is the code.

Before deleting anything I'd recommend making a copy of the plugin and changing things on one of them just in case you make any mistakes at all.

--------------------------------------------------------------------------------------------------------------

// CAMERA CLAMP
if (['CAMERA CLAMP ON', 'CAMERA CLAMP OFF'].contains(actionName)) {
return this.actionCameraClamp(actionName);
}

--------------------------------------------------------------------------------------------------------------

BattleManager.actionCameraClamp = function(actionName) {
if (!ConfigManager.battleCamera) return true;
if (actionName === 'CAMERA CLAMP ON') {
this._cameraClamp = true;
} else if (actionName === 'CAMERA CLAMP OFF') {
this._cameraClamp = false;
}
return true;
};

--------------------------------------------------------------------------------------------------------------

BattleManager.cameraClamp = function() {
return this._cameraClamp;
};

--------------------------------------------------------------------------------------------------------------

//=============================================================================
// Spriteset_Battle
//=============================================================================

Spriteset_Battle.prototype.updatePosition = function() {
var zoom = $gameScreen.zoomScale();
var clamp = BattleManager.cameraClamp();
this.scale.x = zoom;
this.scale.y = zoom;
var screenX = -1 * $gameScreen.zoomX() * zoom + Graphics.boxWidth / 2;
var screenY = -1 * $gameScreen.zoomY() * zoom + Graphics.boxHeight / 2;
if (clamp && zoom >= 1.0) {
var clampX1 = -Graphics.boxWidth * zoom + Graphics.boxWidth;
var clampY2 = -Graphics.boxHeight * zoom + Graphics.boxHeight;
this.x = Math.round(screenX.clamp(clampX1, 0));
this.y = Math.round(screenY.clamp(clampY2, 0));
} else if (clamp && zoom < 1.0) {
this.x = Math.round((Graphics.boxWidth - Graphics.boxWidth * zoom) / 2);
this.y = Math.round((Graphics.boxHeight - Graphics.boxHeight * zoom) / 2);
} else {
this.x = Math.round(screenX);
this.y = Math.round(screenY);
}
};

------------------------------------------------------------------------------------------------------------
I hope this helps!
 

Patchourin

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For anyone else that wanders on to this, here is the code.

Before deleting anything I'd recommend making a copy of the plugin and changing things on one of them just in case you make any mistakes at all.

--------------------------------------------------------------------------------------------------------------

// CAMERA CLAMP
if (['CAMERA CLAMP ON', 'CAMERA CLAMP OFF'].contains(actionName)) {
return this.actionCameraClamp(actionName);
}

--------------------------------------------------------------------------------------------------------------

BattleManager.actionCameraClamp = function(actionName) {
if (!ConfigManager.battleCamera) return true;
if (actionName === 'CAMERA CLAMP ON') {
this._cameraClamp = true;
} else if (actionName === 'CAMERA CLAMP OFF') {
this._cameraClamp = false;
}
return true;
};

--------------------------------------------------------------------------------------------------------------

BattleManager.cameraClamp = function() {
return this._cameraClamp;
};

--------------------------------------------------------------------------------------------------------------

//=============================================================================
// Spriteset_Battle
//=============================================================================

Spriteset_Battle.prototype.updatePosition = function() {
var zoom = $gameScreen.zoomScale();
var clamp = BattleManager.cameraClamp();
this.scale.x = zoom;
this.scale.y = zoom;
var screenX = -1 * $gameScreen.zoomX() * zoom + Graphics.boxWidth / 2;
var screenY = -1 * $gameScreen.zoomY() * zoom + Graphics.boxHeight / 2;
if (clamp && zoom >= 1.0) {
var clampX1 = -Graphics.boxWidth * zoom + Graphics.boxWidth;
var clampY2 = -Graphics.boxHeight * zoom + Graphics.boxHeight;
this.x = Math.round(screenX.clamp(clampX1, 0));
this.y = Math.round(screenY.clamp(clampY2, 0));
} else if (clamp && zoom < 1.0) {
this.x = Math.round((Graphics.boxWidth - Graphics.boxWidth * zoom) / 2);
this.y = Math.round((Graphics.boxHeight - Graphics.boxHeight * zoom) / 2);
} else {
this.x = Math.round(screenX);
this.y = Math.round(screenY);
}
};

------------------------------------------------------------------------------------------------------------
I hope this helps!

Thank you.
 

Durant032

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For anyone else that wanders on to this, here is the code.

Before deleting anything I'd recommend making a copy of the plugin and changing things on one of them just in case you make any mistakes at all.

--------------------------------------------------------------------------------------------------------------

// CAMERA CLAMP
if (['CAMERA CLAMP ON', 'CAMERA CLAMP OFF'].contains(actionName)) {
return this.actionCameraClamp(actionName);
}

--------------------------------------------------------------------------------------------------------------

BattleManager.actionCameraClamp = function(actionName) {
if (!ConfigManager.battleCamera) return true;
if (actionName === 'CAMERA CLAMP ON') {
this._cameraClamp = true;
} else if (actionName === 'CAMERA CLAMP OFF') {
this._cameraClamp = false;
}
return true;
};

--------------------------------------------------------------------------------------------------------------

BattleManager.cameraClamp = function() {
return this._cameraClamp;
};

--------------------------------------------------------------------------------------------------------------

//=============================================================================
// Spriteset_Battle
//=============================================================================

Spriteset_Battle.prototype.updatePosition = function() {
var zoom = $gameScreen.zoomScale();
var clamp = BattleManager.cameraClamp();
this.scale.x = zoom;
this.scale.y = zoom;
var screenX = -1 * $gameScreen.zoomX() * zoom + Graphics.boxWidth / 2;
var screenY = -1 * $gameScreen.zoomY() * zoom + Graphics.boxHeight / 2;
if (clamp && zoom >= 1.0) {
var clampX1 = -Graphics.boxWidth * zoom + Graphics.boxWidth;
var clampY2 = -Graphics.boxHeight * zoom + Graphics.boxHeight;
this.x = Math.round(screenX.clamp(clampX1, 0));
this.y = Math.round(screenY.clamp(clampY2, 0));
} else if (clamp && zoom < 1.0) {
this.x = Math.round((Graphics.boxWidth - Graphics.boxWidth * zoom) / 2);
this.y = Math.round((Graphics.boxHeight - Graphics.boxHeight * zoom) / 2);
} else {
this.x = Math.round(screenX);
this.y = Math.round(screenY);
}
};

------------------------------------------------------------------------------------------------------------
I hope this helps!
Hi, sorry but I now have a question regarding the deletion of the code. I followed and deleted the above portions of code as you mentioned but the game breaks everytime I attempt to run the skill in a battle test. Could you please confirm that these were the lines of text deleted or provide a copy of the modified copy of code? I would like full use of the action packs if possible.
 

ATT_Turan

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I followed and deleted the above portions of code as you mentioned but the game breaks everytime I attempt to run the skill in a battle test.
From a quick read, you would not want to simply delete all of the code that Azure_Sinbad quoted in his post. I realize it might be confusing because he didn't give any directions, but he simply quoted all the places where you find reference to camera clamping.

Also, that's really poor practice...you should never straight up delete code. Make a plugin function that replaces it, or if you really don't care and want to modify the source file, comment it out.

I think the only thing you actually want to comment out using /* then */ is in the updatePosition function. So try...
Code:
Spriteset_Battle.prototype.updatePosition = function() {
var zoom = $gameScreen.zoomScale();
var clamp = BattleManager.cameraClamp();
this.scale.x = zoom;
this.scale.y = zoom;
var screenX = -1 * $gameScreen.zoomX() * zoom + Graphics.boxWidth / 2;
var screenY = -1 * $gameScreen.zoomY() * zoom + Graphics.boxHeight / 2;
/*
if (clamp && zoom >= 1.0) {
    var clampX1 = -Graphics.boxWidth * zoom + Graphics.boxWidth;
    var clampY2 = -Graphics.boxHeight * zoom + Graphics.boxHeight;
    this.x = Math.round(screenX.clamp(clampX1, 0));
    this.y = Math.round(screenY.clamp(clampY2, 0));
} else if (clamp && zoom < 1.0) {
    this.x = Math.round((Graphics.boxWidth - Graphics.boxWidth * zoom) / 2);
    this.y = Math.round((Graphics.boxHeight - Graphics.boxHeight * zoom) / 2);
} else { */
    this.x = Math.round(screenX);
    this.y = Math.round(screenY);
// }
};
I added three bits for you to type in that should disable the camera clamp. See what that does for you.
 
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Durant032

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From a quick read, you would not want to simply delete all of the code that Azure_Sinbad quoted in his post. I realize it might be confusing because he didn't give any directions, but he simply quoted all the places where you find reference to camera clamping.

Also, that's really poor practice...you should never straight up delete code. Make a plugin function that replaces it, or if you really don't care and want to modify the source file, comment it out.

I think the only thing you actually want to comment out using /* then */ is in the updatePosition function. So try...
Code:
Spriteset_Battle.prototype.updatePosition = function() {
var zoom = $gameScreen.zoomScale();
var clamp = BattleManager.cameraClamp();
this.scale.x = zoom;
this.scale.y = zoom;
var screenX = -1 * $gameScreen.zoomX() * zoom + Graphics.boxWidth / 2;
var screenY = -1 * $gameScreen.zoomY() * zoom + Graphics.boxHeight / 2;
/*
if (clamp && zoom >= 1.0) {
    var clampX1 = -Graphics.boxWidth * zoom + Graphics.boxWidth;
    var clampY2 = -Graphics.boxHeight * zoom + Graphics.boxHeight;
    this.x = Math.round(screenX.clamp(clampX1, 0));
    this.y = Math.round(screenY.clamp(clampY2, 0));
} else if (clamp && zoom < 1.0) {
    this.x = Math.round((Graphics.boxWidth - Graphics.boxWidth * zoom) / 2);
    this.y = Math.round((Graphics.boxHeight - Graphics.boxHeight * zoom) / 2);
} else { */
    this.x = Math.round(screenX);
    this.y = Math.round(screenY);
// }
};
I added three bits in bolded text for you to type in that should disable the camera clamp. See what that does for you.
Thanks for responding.

As for the deleting code, please excuse me. I work in the Finance industry but wanted to make a game for my young nephews. I ended up getting Yanfly's plugins based on the high reviews and trying to follow the historic posts to understand the knowledge that the community has discovered over the years. I guess I will look to get a basic understanding of coding in future. Sorry for the troubles in advance.

Edit: If there is a space for this on the forums, please let me know and I will gladly look them over. Again, thanks for the response and help.
 

ATT_Turan

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As for the deleting code, please excuse me.
I don't understand why you're apologizing, you were following someone else's instructions :rolleyes:

Did the changes work for you?
 

Durant032

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I don't understand why you're apologizing, you were following someone else's instructions :rolleyes:

Did the changes work for you?
Because it's polite.
No change so far. I was editing via note pad. Would that make a difference?

Edit: I missed some of the text. The game no longer breaks but still does not shake.
 

ATT_Turan

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I didn't think it would. I have a bit of interest in this, I might poke at it to see if I can come up with a fix.

Edit: Okay, @Durant032 - the bug had nothing to do with the camera clamp. Yanfly simply failed to call the function for the screen shaking. SO!

1 - Restore the original version of the Action Sequence 3 plugin, get rid of the comments you added.

2 - Go to the updatePosition function referenced above. Add a command before the last line, so the end of your function should look like this:
Code:
    }
    this.x += Math.round($gameScreen.shake());
};

That works for me.
 
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Durant032

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I didn't think it would. I have a bit of interest in this, I might poke at it to see if I can come up with a fix.

Edit: Okay, @Durant032 - the bug had nothing to do with the camera clamp. Yanfly simply failed to call the function for the screen shaking. SO!

1 - Restore the original version of the Action Sequence 3 plugin, get rid of the comments you added.

2 - Go to the updatePosition function referenced above. Add a command before the last line, so the end of your function should look like this:
Code:
    }
    this.x += Math.round($gameScreen.shake());
};

That works for me.
Dude, thank you so much. That last line of code definitely fixed it! I really appreciate the time you took to help me man. Good luck with your projects and I hope you find success in your endeavors. Hopefully the next guy looking for the fix finds it here.
 
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