- Joined
- Apr 13, 2013
- Messages
- 694
- Reaction score
- 101
- First Language
- French
- Primarily Uses
- RMMV
I'm looking for someone that could look at Yanfly's Row Formation plugin and fix 2 very irritating visual bugs that make the sprites not move at all to the supposed location when their row is changing.
The first bug appears when using
$gameTroop.updateRows();
$gameParty.updateRows();
the method in the script is located at line 1450
Game_Unit.prototype.updateMemberRows = function(rowId) {
for (var i = 0; i < this.aliveMembers().length; ++i) {
var member = this.aliveMembers();
if (!member) continue;
if (member.row() < rowId) continue;
member.alterRow(-1);
}
};
The second bug will make enemies not move to the row location with a skill that makes them move. If hit or they do another skill(in this case move backward again), then it'll show properly.
from what l see, this method isn't called when refreshing the rows (line 1673)
statusHeight *= Window_Base.prototype.lineHeight.call(this);
statusHeight += Window_Base.prototype.standardPadding.call(this) * 2;
var maxRowX = eval(Yanfly.Param.RowMaxRowX);
var maxRowY = eval(Yanfly.Param.RowMaxRowY);
var minRowY = eval(Yanfly.Param.RowMinRowY);
var centerY = eval(Yanfly.Param.RowCenterY);
var screenX = this._enemy.screenX();
var screenY = this._enemy.screenY();
var homeX = eval(Yanfly.Param.RowEnemyX);
var homeY = eval(Yanfly.Param.RowEnemyY);
this._enemy._screenX += this._homeX - homeX;
this._enemy._screenY += this._homeY - homeY;
EDIT: Moving an actor using a skill will also make an enemy that is bugged to it's normal row position.
EDIT: if another unit uses an action to move, all the other units will be fixed but not the one that just did the move, it's like the refresh rate has 1 movement behind.
The first bug appears when using
$gameTroop.updateRows();
$gameParty.updateRows();
the method in the script is located at line 1450
Game_Unit.prototype.updateMemberRows = function(rowId) {
for (var i = 0; i < this.aliveMembers().length; ++i) {
var member = this.aliveMembers();
if (!member) continue;
if (member.row() < rowId) continue;
member.alterRow(-1);
}
};
The second bug will make enemies not move to the row location with a skill that makes them move. If hit or they do another skill(in this case move backward again), then it'll show properly.
from what l see, this method isn't called when refreshing the rows (line 1673)
statusHeight *= Window_Base.prototype.lineHeight.call(this);
statusHeight += Window_Base.prototype.standardPadding.call(this) * 2;
var maxRowX = eval(Yanfly.Param.RowMaxRowX);
var maxRowY = eval(Yanfly.Param.RowMaxRowY);
var minRowY = eval(Yanfly.Param.RowMinRowY);
var centerY = eval(Yanfly.Param.RowCenterY);
var screenX = this._enemy.screenX();
var screenY = this._enemy.screenY();
var homeX = eval(Yanfly.Param.RowEnemyX);
var homeY = eval(Yanfly.Param.RowEnemyY);
this._enemy._screenX += this._homeX - homeX;
this._enemy._screenY += this._homeY - homeY;
EDIT: Moving an actor using a skill will also make an enemy that is bugged to it's normal row position.
EDIT: if another unit uses an action to move, all the other units will be fixed but not the one that just did the move, it's like the refresh rate has 1 movement behind.
Last edited by a moderator:
