Scale battler request.

Skurge

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Hi lads. I'm in a dire need of a scale actor plugin for my battlers. A very simple one hopefully that can utilize the note tag functions like most plugins do.


I've tried many plugins including Soul's scale actors plugin and Animated enemies by Rexal: however they don't seem to work anymore for me and I've resorted to using Yanfly's animated enemies plugin which unfortunately does not seem to supply a scale option for your party members.
 

Skurge

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Um not to be rude, but it's all in japanese/korean/chinese i'm not sure but it seems like the plugin does not scale the size of your actor.
 

Wiccan

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Actually, it does have a function for scaling, <BGEScaleX:150>  <BGEScaleY:150> (where 150  means 150% the size in either X or Y coordinate). If you look in the plugin help, all the note tags are in english. Scaling seems to conflict with MOG_BattlerMotion though.


I think the note tags are to be used with states only. 
 
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Skurge

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I don't understand what I am doing wrong, it's not working at all using the tags.
 

Astfgl66

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Hi! @Skurge!


Do you have a way of executing script calls? (A script call event command or a lunatic mode command with yanfly plugin are my guesses.)


Because you could try those script calls:


SceneManager._scene._spriteset._actorSprites[0].scale.x = 1.5
SceneManager._scene._spriteset._actorSprites[0].scale.y = 1.5


Indexes start at 0 for the first party member. The example above will enlarge actor n*1 in the battle party sprite size by 50%.


Please note that if done that way, you'll have to find a way to reset the battler scale by yourself (ie. with another script call setting them back to 1), it won't modify itself when the state ends.


It works just right in a common event call (increase battler scale, force action, decrease it back). It would likely require a plugin for use with states (no way to automatically reset scale when state is removed), but should you find a plugin that executes a common event when a state is removed you could make it work.


These script calls are working in my blank project, I wouldn't know with Yanfly plugins because I don't use them, but can't hurt giving it a try.
 
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Skurge

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Hi! @Skurge!


Do you have a way of executing script calls? (A script call event command or a lunatic mode command with yanfly plugin are my guesses.)


Because you could try those script calls:



SceneManager._scene._spriteset._actorSprites[0].scale.x = 1.5
SceneManager._scene._spriteset._actorSprites[0].scale.y = 1.5


Indexes start at 0 for the first party member. The example above will enlarge actor n*1 in the battle party sprite size by 50%.


Please note that if done that way, you'll have to find a way to reset the battler scale by yourself (ie. with another script call setting them back to 1), it won't modify itself when the state ends.


It works just right in a common event call (increase battler scale, force action, decrease it back). It would likely require a plugin for use with states (no way to automatically reset scale when state is removed), but should you find a plugin that executes a common event when a state is removed you could make it work.


These script calls are working in my blank project, I wouldn't know with Yanfly plugins because I don't use them, but can't hurt giving it a try.


Can you further elaborate on this, I've tested the script commands in the troops tab with 0 with the span set on turn. The characters are resized nicely but I'm unsure of how to make the battlers change size prior to battles occuring ( character briefly change size when the battle sequencence opens )


Cheers
 

Astfgl66

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I'm afraid that particular use is not going to be possible without a plugin. There's no way to execute an event command before you press OK on  the "XXX has emerged" window (that I know of). 


You have to be able to use the script call before it can take effect. The very first occasion in batttle is indeed on turn 0 span turn, just after the XXX has emerged window.


If you try using it outside of battle it will crash your game because the _actorSprites array doesn't exist outside of Scene_Battle. That array is only created when you enter Scene_Battle.
 
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Skurge

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I understand fully what you mean. That is definitely problematic- and I'm not sure where to start for a plugin that can utilize this. Normally plugins that have used a scale graphic command do so via the party members note tags, but unfortunately this plugin does not seem to recognize the steps it instructs me on. ( might be the mix of different languages- I don't know )
 

Astfgl66

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@Skurge Please try this: http://pastebin.com/SVEFY6Y5


This plugin resizes actor sprites at battle start depending on notetags: <scaleX:> and <scaleY:>. Edit: inside the actors note box.


These notetags are evaled so inputting 


<scaleX: $gameVariables.value(1)>


Will resize the x value of the scale by the value of variable 1.


For any use after battle start, use the script calls I provided earlier.


It's free to use commercially and non commercially, available for edits and redistribution as long as it's kept under the same license. Credits not required.
 
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Skurge

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with these specifically <scaleX:> and <scaleY:>


how should these look in the note tags? I'm uncertain where to place the measurements.
 

Astfgl66

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Woops I made a typo in my code. Please re download (same link as before). As of the previous version it will modify only the first party member scale but not anyone else's.


It should look like this in the modified version: Spoiler'd for size

 
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Skurge

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That's incredible. Thank you so much for that. And thank you all for being out there to lend a hand. :)
 

Skurge

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Got this error by initiating a battle via an event:


TypeError


Cannot read property '_scaleX' of null


I have two party members that have in there note tags


<scaleX:1.5>


<scaleY:1.5>


I don't understand what these mean?
 

Astfgl66

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Hey @Skurge!


It means my plugin tries to read the notetags of actors that don't exist.


First, tell me what MV version you use (and if the bug appeared right after upgrading or not), then if you use any new plugin since the last time the plugin worked properly (and what plugin too).


Please next time tag me in your post so I get notified. If you don't I may not see your questions.


I'll try on my own side and se if I get an error or not.


Edit: Checked my plugin again. There is no reference to _scaleX or _scaleY in my plugin... Can you screenshot the console after the error? Press F8 to make it appear.
 
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Skurge

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Hey @Skurge!


It means my plugin tries to read the notetags of actors that don't exist.


First, tell me what MV version you use (and if the bug appeared right after upgrading or not), then if you use any new plugin since the last time the plugin worked properly (and what plugin too).


Please next time tag me in your post so I get notified. If you don't I may not see your questions.


I'll try on my own side and se if I get an error or not.


Hi again sorry to disturb you.


Unusual because the actors do infact exist still, well on my database anyway.


How do I find out what version my program is on? I'm sort of the guy who doesn't know how to use steam other than playing executables.
 

Astfgl66

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Well If you made the last update and this is on a new project it's 1.33.


If you didn't upgrade your project manually, it's still at the last version. Read my last post (I edited it) and show me the console please/
 

Skurge

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I don't think I've manually updated the program, this was working fine before but it might have done so without my consent first.


Anyhow here is a screenshot of my console


and attached is my plugins file incase you need it.

bug.png

View attachment plugins.js
 

Astfgl66

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Just as I suspected. If you read the console you can see that the error comes from "SOUL_BattleScaling" not from my plugin (You would read "AstfglRA").


Try deactivating that plugin and the crash should be gone.


Now, as to getting this error actually fixed: try reaching out to soul, I'm afraid I can't help you concerning that particular plugin.
 
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Skurge

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Just as I suspected. If you read the console you can see that the error comes from "SOUL_BattleScaling" not from my plugin (You would read "AstfglRA").


Try deactivating that plugin and the crash should be gone.


Now, as to getting this error actually fixed: try reaching out to soul, I'm afraid I can't help you concerning that particular plugin.
Really odd that happened because I swear after the contend you gave me earlier I got rid of the soul resize plugin.


Sometimes the built up list of plugins can be confusing and can be easily overlooked in some cases. Thanks for the help again!
 

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