MC's VE Throwable Objects/YEP Battle Core Engine Patch

Michael Caiola

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Do you mean having one skill be used for standard sword attacks AND for shooting throwable objects?


Unfortunately, you can't do that with this patch. That's one of the limitations.
 

Nina888

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Hum i do a thing ...


Create a skill list with amunition (like the throw comand) where we see a gun in the hand where i shot a Arrow or a thunder shot.


It's possible (and make a skill who work with skill who shot in all the enemy group ?).
 

Michael Caiola

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I'm having trouble understanding you. You're first language is French, right?
 

Michael Caiola

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No, no. Don't be sorry. I'm going to reach out to an admin to see if we can get a translator.
 

Nina888

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I hope to talk french for more understanding ^^;
 

byBibo

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I am so happy to know that you have been working on a patch for this incompatibility! I have tried it, and sadly, (as written in the help file, but still wanted to test it myself ^^) the "throw" can only happen BEFORE the setup action, even if the notetag includes "during" (the VE original notetag).


Do you think it would be possible in the future to have the possibility to make the throw occur during the action sequence or not?


Ah, and i tested it with an enemy, and the enemy did threw the object, so it works with them ;)


@Nina888: je suis français également, si tu as des problèmes pour te faire comprendre et comprendre, tu peux me demander ^^


@Michael Caiola: same for you, if you have trouble understanding french, you can ask ^^
 

Nina888

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Oui merci ^^;


Voilà je cherche un moyen pour faire un type de technique utilisant des armes à feu (ou des outil à la Edgard de FF6) et qui montre le personnage usant l'arme sélectionnée comme avec une compétence attaque (et qui utilise des munition spéciale) .


Pourrait tu m'aider , merci ?
 

jerrypylant

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SumRndmDde is doing a poll to make a plugin projectile animations compatible with yanflys battle engine is on the list. Go vote for it. It should make this alot easier instead of having to patch VE throwable objects

link to video

link to poll
http://poll.fm/5scqi
 

venomom

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how could I throw more than one objects at the same time?
 

Arise

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I’ve found another solution which seems to work after some tuning/hacking the code a bit.
Everything based on YEP Battle Engine Core, and ignoring the Victor’s plugin at all.

Raw Explained Solution: It involves using an actor as a trowable object. It allows for many things, customization, including animation for the throwable object.

So first step make a new Actor... Lets call it Rocket.
Define the animation for it if you want, set up the walk animation, dead animation, low health animation, whatever else you might need.
Now, make the skill, and in the skill action sequence tag, add the Actor Rocket in the scene via an eval code. Example:
Code:
eval: $gameParty.addActor(6)
Set the opacity to 0, because you probably dont want to see it.
Move the Actor Rocket in front of the Actor that is actually executing the Skill.
Is time to set the opacity back to 255. (check the last code block)
Move the Actor Rocket from the Attacker to the Target. (check the last code block)
Set the opacity of the Rocket back to 0 if you want to kill it/hide it.
Or set other states if you want to show other animations like dead, almost dead or abnormal animation. For example I use an almost dead state and the animation is a transparent sprite.

At last, in the clean up closing tags of the action sequence, remove the “actor” Rocket from the party. Example:
Code:
<finish action>
perform finish
clear battle log
immortal: targets, false
eval: $gameParty.removeActor(6)
</finish action>
Now... a little more details...
I need a convenient way to access the Rocket Actor I've just added. This is usually the last actor in the party, so in order to use this as a target for action sequence, I've decided to add a little bit of code inside the:
Code:
BattleManager.makeActionTargets = function(string)
Somewhere down the if conditions, add something like (this will get the last member from the party, which is conveniently exactly the actor we want to act as a throwable object):
Code:
    if (['THROWABLE'].contains(string)) {
        var arr = $gameParty.members();
      var target =  arr[arr.length-1];
      if (target) return [target];
    }
Then in the action sequence, you can manipulate the fake actor as:
Code:
OPACITY THROWABLE: 255
move THROWABLE: target, center, 20
Done!

Feel free to ask questions/contribute any feedback if you like this solution and feel this could work for you.
I'm not going to provide a full working solution (only provided the bits, so useful only for people that are going to dig a bit) and not going to make a plugin out of it, feel free to expand on this if you feel like.
 
Last edited:

styx92

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@Arise Where did you write this:

BattleManager.makeActionTargets = function(string)

Somewhere down the if conditions, add something like (this will get the last member from the party, which is conveniently exactly the actor we want to act as a throwable object):
Code:
if (['THROWABLE'].contains(string)) {
var arr = $gameParty.members();
var target = arr[arr.length-1];
if (target) return [target];
}
Could you maybe create a template skill for me, so that i can understand it ? :D
I dont get it at all. :D:D
 

Arise

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Check the source code, find that function
Code:
BattleManager.makeActionTargets = function(string)
And look at its body... there should be other if conditions, add the if (['THROWABLE']. there as well.
 

Krystek_My

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I just realized that it's working with enemies. Enemies can throw icons too.
 

Arise

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If you are talking about my hack, yes, it also works with enemies.
 

Krystek_My

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@Arise Well... I just downloaded Demo and copy plugin. In Demo it didn't work, but when I plug it in to my Game and I checked that it wont work, but then It worked.
 

ramedina1234

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can you give me tutorial or demo on how to throw an animation?
 

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