Victor's Throwable Objects/Yanfly BattleCore Patch

Discussion in 'JS Plugin Requests' started by ∊η∊ηra, Apr 21, 2016.

  1. ∊η∊ηra

    ∊η∊ηra Smoke and Mirrors Veteran

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    So, I'm assuming this is the correct forum for such a request, and as far as I know, Yanfly and Victor's plug-ins are editable. I had heard that an older version of BattleCore is compatible with Victor's Throwable Objects plug-in, but have had no luck getting it to work, going all the way back to BattleCore version 1.11.


    I, and I'm sure many others as well, would love to be able to utilize both. There aren't any major errors when using both, but BattleCore causes the thrown object not to appear during the attack, nullifying the entire plug-in altogether.


    Would anyone be willing to take a crack at writing a compatibility patch so that Throwable Objects and BattleCore can play nicely together?
     
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  2. Chaos17

    Chaos17 Dreamer Veteran

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    I already made a request in other sub forum but I had no luck :(
     
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  3. ∊η∊ηra

    ∊η∊ηra Smoke and Mirrors Veteran

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    I'm honestly surprised that Yanfly hasn't made their own Battle Projectile plug-in yet. I guess we'll keep our fingers crossed for a miracle!
     
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  4. Chaos17

    Chaos17 Dreamer Veteran

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  5. ∊η∊ηra

    ∊η∊ηra Smoke and Mirrors Veteran

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    After some research, it seems as though the problem lies within BattleCore performing some kind of function over Victor's Throwable Objects code. At the basic level, both plug-ins seem to be compatible, as the game runs both at the same time without crashing. It's about finding a way for BattleCore to not block the animation portion of Throwable Objects. Could anyone a little more experienced with Javascript confirm?
     
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  6. Victor Sant

    Victor Sant Veteran Veteran

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    The problem is that the battle engine core skips all the Window Battle Log actions processing and handle it in a totally different way. 


    Default RPG Maker processing:


    Window_BattleLog.prototype.startAction = function(subject, action, targets) {
        var item = action.item();
        this.push('performActionStart', subject, action);
        this.push('waitForMovement');
        this.push('performAction', subject, action);
        this.push('showAnimation', subject, targets.clone(), item.animationId);
        this.displayAction(subject, item);
    };

    Window_BattleLog.prototype.endAction = function(subject) {
    this.push('waitForNewLine');
    this.push('clear');
    this.push('performActionEnd', subject);
    };




    Battle Core:


    Window_BattleLog.prototype.startAction = function(subject, action, targets) {
    };

    Window_BattleLog.prototype.endAction = function(subject) {
    };




    My plugin uses the default processing and insert it's own call's inside the default calls, if the default calls are ignore, my plugin will be ignored. I found a way to make the battle core make my calls, but after the update it's being skipped again.


    So it would be needed to study the battle core again and find out the best place to make the call. I must say it is not easy, since the battle core is huge and uses it's own logic to process actions. 
     
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  7. ∊η∊ηra

    ∊η∊ηra Smoke and Mirrors Veteran

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    Thank you for clearing that up, Victor. At least it gives us somewhere to start lol.


    Would you happen to have a copy of the BattleCore.js that uses your calls? 
     
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  8. killerfer

    killerfer Veteran Veteran

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    Maybe there is a script call to use that calls it, that way we can use it with the "Action Sequence Pack" plugin. We could set a eval: "script" mid-sequence that helps calling it.


    Can you help us with this Victor? Maybe this is easier than creating a patch or updating the plugin.


    @Victor Sant
     
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  9. Victor Sant

    Victor Sant Veteran Veteran

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    If it was just a matter of making a single call, it would be pretty easy to solve.


    It needs more than a single call and making them out of context will not work.
     
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  10. ∊η∊ηra

    ∊η∊ηra Smoke and Mirrors Veteran

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    That's understandable. I don't expect you or Yanfly to re-code your plug-ins or code things out of context. That's probably a bit of work. Would you happen to have the .js file I could use that was compatible with the older BattleCore plug-in, or vice versa? I'm willing to use an outdated BattleCore for now if that's what it takes for it to work.
     
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  11. Victor Sant

    Victor Sant Veteran Veteran

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    I no longer have it, The version I had was 1.28d.
     
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  12. ∊η∊ηra

    ∊η∊ηra Smoke and Mirrors Veteran

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    Awesome. That sets me on the right track. Now if only I could track down a copy of 1.28d. Does anyone else on here have it? I know, it's a long shot lol.
     
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  13. ScreampunkArts

    ScreampunkArts Villager Member

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    I also support this.
    Yanfly's battle system is FAR superior to the standard one, and Victor's throwable / projectile system is one of the last touchups I need to have my characters exactly where I need them in battle. Mainly because I have a grenadier, archer and boomerang thrower.
     
    Last edited by a moderator: May 23, 2016
    #13

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