VE Throwable Objects, YEP Battle Core Engine Compatibility

Michael Caiola

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UPDATED PATCH RELEASED!!!


Click Here!


I was going to post this in the above linked thread, but necro posting is not allowed. So I shall link the post, tag the participants, and ask my question in a new thread.


@The Riddler On The Roof, @Chaos17, @Victor Sant, @killerfer, @ScreampunkArts


I whipped up a temp fix/workaround for this. You won't be able to use any Action Sequences, unfortunately. But if you didn't use them anyway or the throwable objects is more important to you, then this should help. I haven't test it with the special battle systems like CTB, ATB, and ITB, so any feedback on those would be appreciated. But it works fine in standard battles.


Plugin Download: YBEC_VETO_Temp Fix.js


Be sure to read the help page!


And here's a question I posed to Victor Sant on his Throwable Objects thread in case he comes here first:


"I'm working on a workaround to make your plugin sort of work Yanfly plugins. I wrote a plugin that just re-adds the Window_BattleLog code removed by Yanfly. That makes your plugin work fine, but since your plugin AND Yanfly's plugin are both working, each attack is actually two attacks. Using Yanfly's Action Sequences, I made the second attack do nothing so the only thing you see when you attack is the attack created by your plugin and the original RM code. That's enough of a fix for people who don't want to use their own action sequences, but kind of a bummer if they do.


I can edit the Window_BattleLog code to only apply when the actor's attack motion is set to "missile". That way the fix doesn't apply to anyone using a "thrust" or "swing" attack motion.


I was thinking I could do the same thing, but to the aspects of your code that manifest the damage effect before the attack. Basically, remove the Yanfly attack for missile attacks and remove the standard attack for thrust and swing attacks.


Where in your code would I have to create conditional statements to accomplish this?"


Also, is it possible to force your attack actions to be called after Yanfly's? Because I just noticed a little issue with my fix. When using skills other than Attack (Skill ID 1), it shows the skill setup animation (the glowy thingy for either physical, magical, or certain hit) after everything else. If we can force your attacks (or the original RM attacks, I think) after Yanfly's, then this is no longer an issue.
 
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HalcyonDaze

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Just saw your posts in the Victor's OP for this plugin. I have been waiting months for some kind of work around, as I desperately wanted to use both plugins, and you delivered! I had finally decided to remove Throwable Objects and just use Battle Core, but now it appears as though I can use both!

I am out of town at the moment, but I will test your patch out when I get home tomorrow. Thank you for this. You're my hero!
 

moldy

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Interesting....I was wondering why Sequence Pack 2 was conflicting with Throwable Objects. Basically this allows us to use Yanfly Core, Throwable Objects, along with Victor's Action Sequences as a substitute for Yanfly's Sequences?
 

Michael Caiola

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Interesting....I was wondering why Sequence Pack 2 was conflicting with Throwable Objects. Basically this allows us to use Yanfly Core, Throwable Objects, along with Victor's Action Sequences as a substitute for Yanfly's Sequences?


Victor's Battle Motions (action sequences) is just incompatible with Yanfly's Battle Engine Core at a code level. I don't have the knowledge to go that far into it.


Soon I'll have an updated patch that will bring back action sequences for skills that don't use throwable objects,
 
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Michael Caiola

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@The Riddler On The Roof, how did it work for you?


I'll be uploading an update soon that fixes most of the problems with the first patch.
 
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HalcyonDaze

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Would you happen to have a demo project with everything functioning? I haven't been able to get it to work correctly. It does what it always does where the battle will take place, but Throwable Objects doesn't work at all - there is no weapon projectile animation. BattleEngineCore does work. However, I'm sure this is simply due to my own error somewhere along the way. Running on about six hours of sleep in 48 hours lol.
 

Michael Caiola

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Nah, it's definitely my fault. There were a bunch of issues with the first patch.


I'll have a new one up soon. If you want, I can pm you what I have so far and you can test it out.
 

Michael Caiola

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Updated Patch released as noted in original post. This thread can be closed.
 

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