RMMV Two (Three?) Issues with SumRndmDde's Walk Character Battlers

overlordmikey

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So I've been using SumRndmDde's Walk Character Battlers and I'm having two (technically 3) issues with the plugin.

One just started seemingly out of no where.
2021_8_1_17_13_9_796_4480.png
Peggy and Brutus just don't show up sometimes. This wasn't an issue before I added a new sprite into the characters folder and sometimes it just doesn't happen and they appear fine. I don't see how adding a new sprite into the characters folder would effect this anyway.

Two is a two way problem
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The main issue being you can't select the enemy with the mouse, you have to use the keyboard. Now that's not the biggest issue in the world, but I can see it being annoying - plus the implication is that if the game was released on Android that you wouldn't be able to select an enemy at all.
A side issue is that the text covers the enemy sprites and I'm not sure how to fix that.
 

MechPen

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from what I remember SumRndmDde doesn't ever load bitmaps 'correctly'. you are intended to create a callback to set them up after loading. Therefore if the engine cannot load them instantly then sometimes they just remain invisible. Simply loading them into the image cache isn't enough because they will eventually get kicked out by other images.

Feel free to use my edited version, under the same terms the original plug in was offered.

<<plugin edited to fix a bug, see later post for details.>>
 

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overlordmikey

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from what I remember SumRndmDde doesn't ever load bitmaps 'correctly'. you are intended to create a callback to set them up after loading. Therefore if the engine cannot load them instantly then sometimes they just remain invisible. Simply loading them into the image cache isn't enough because they will eventually get kicked out by other images.

Feel free to use my edited version, under the same terms the original plug in was offered.
Now nobody is showing up. -_-'
 

MechPen

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Can you press F12 and see if there is any text in the console? I might've made a typo and I don't have a good map battler set up.
 

overlordmikey

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Can you press F12 and see if there is any text in the console? I might've made a typo and I don't have a good map battler set up.
Okay so I'm not the best at reading the console, but I don't see anything stand out "wrong", however I did some experimenting.
For some reason on yours you NEED to set the scale (example: <Walk Battler Scale: 1>) or the character simply doesn't appear. I'll let you know if I notice anything else off, but keeping that in mind - I am able to use it.
Hope this helps in any way.
 

MechPen

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Yep sorry, turns out I did make an error. I updated the original post with a new script. try it out sometime maybe.
 

overlordmikey

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Yep sorry, turns out I did make an error. I updated the original post with a new script. try it out sometime maybe.
Thanks, sadly still not working properly but I'm sure you'll figure out what's wrong eventually.
Hey I was wondering, well yer poking around in the script. Is there anyway to let you set the angle a character lays at when knocked out individually from the default? Cyrus the Dog ends up looking awkward (like he's trying to stand on his doggie hind legs) when he faints. I'd use fade, but if you use fade and revive a character their sprite doesn't reload.
EDIT: Actually whatever you did also removed the lay animation all together - now characters just stand in place when defeated. :rswt
 
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MechPen

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ok that doesn't make any sense to me. I changed a few things at random; lemme know if it behaves better.

Also added a flip Death Style for ya dog.
 

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overlordmikey

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ok that doesn't make any sense to me. I changed a few things at random; lemme know if it behaves better.

Also added a flip Death Style for ya dog.
This is gonna make me sound stupid. I think the problem may actually have been on my end. I changed the name of the script to differ it from the original and so I would remember to credit you as well and... I think that effects the functionality of the script. Because it wasn't working and I thought about it and changed the name back... and now it works - including the new flip death animation.

I feel like I put ya through a lot of garbage because I am an idiot. I am so sorry.
But at least we got a cool new flip death animation out of it! :D
 

MechPen

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oh yeah scripts don't like it when names are change because it breaks the link between plugin parameters and the plug in file.

There is a way to write a plug in so it always knows it name but I forget how to do it.

if you do ever rename a plug in, open it up in notepad and look for PluginManager.parameters('SRD_WalkCharBattlers');
That part in quotes needs to match the name of the file.
 

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