- Joined
- Dec 27, 2018
- Messages
- 32
- Reaction score
- 12
- First Language
- Français
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Hello,
I have a big problem that I notice late and that makes a big part of my project unusable.
This is something very specific, I hope someone can help me.
Before explaining to you, I must show you the interface of my fights.
We can see that in my project, there are 6 playable characters simultaneously. I use Yanfly's BattleStatusWindow and PartySystem plugin for this.
Now I explain the problem to you. I also use a plugin (SRD_SummonCore) that allows me to summon characters in combat. Concretely, one of my characters can summon clones of himself (like mirror images in World of Warcraft, for those who know).
Here's what it looks like:
Everything works fine, but at some point in the fight, the game does not seem to understand the arrival of these new characters, and it confuses them with actors 1 and 2. Their statistics are then exchanged. The following image will help you understand.
Normally mirror images have 1 HP. This small bug only lasts for a second but sometimes causes problems (like the cancellation of my characters' turn).
I then realized that expanding the maximum group size to 8 members fixes the problem.
The game places the mirror images in position 7 and 8, but another problem appears.
I don't want to show the mirror image profile at all. It's not aesthetic.
So I need a solution to lock profile column count to 6.
Whatever the number of characters I have in my team, it is only necessary that the first 6 be displayed.
I will make sure that the summoner never gets into a situation where he can summon when the party is not full, and the mirror image profile will never appear.
Anyone got a solution?
Another plugin? A modification of the BattleStatusWindow plugin?
I can post the whole plugin here if I have to, but I don't know if I have the right to.
I hope I have explained the problem correctly. I tried not to be too long, but I can give more details if necessary.
(Translation made by google, please ask me to rephrase if necessary).
I have a big problem that I notice late and that makes a big part of my project unusable.
This is something very specific, I hope someone can help me.
Before explaining to you, I must show you the interface of my fights.
We can see that in my project, there are 6 playable characters simultaneously. I use Yanfly's BattleStatusWindow and PartySystem plugin for this.
Now I explain the problem to you. I also use a plugin (SRD_SummonCore) that allows me to summon characters in combat. Concretely, one of my characters can summon clones of himself (like mirror images in World of Warcraft, for those who know).
Here's what it looks like:
Everything works fine, but at some point in the fight, the game does not seem to understand the arrival of these new characters, and it confuses them with actors 1 and 2. Their statistics are then exchanged. The following image will help you understand.
Normally mirror images have 1 HP. This small bug only lasts for a second but sometimes causes problems (like the cancellation of my characters' turn).
I then realized that expanding the maximum group size to 8 members fixes the problem.
The game places the mirror images in position 7 and 8, but another problem appears.
I don't want to show the mirror image profile at all. It's not aesthetic.
So I need a solution to lock profile column count to 6.
Whatever the number of characters I have in my team, it is only necessary that the first 6 be displayed.
I will make sure that the summoner never gets into a situation where he can summon when the party is not full, and the mirror image profile will never appear.
Anyone got a solution?
Another plugin? A modification of the BattleStatusWindow plugin?
I can post the whole plugin here if I have to, but I don't know if I have the right to.
I hope I have explained the problem correctly. I tried not to be too long, but I can give more details if necessary.
(Translation made by google, please ask me to rephrase if necessary).