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Cattledog

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A member registered Sep 10, 2019 · View creator page →

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(1 edit)

Sorry, Dumb mistake on my end.

Hello, is it possible to use a regular static background in conjunction with this plugin?  I’m guessing this uses z layers 0 and 1? I would have to experiment, but I think some cool effects could be made on top of a static battle back.

I double checked, the version in the demo is 1.2 - issue still exists after redownloading

Also, when toggling the mini map - it does not remove the mini map from the screen, just the actor's red dot.  

Unfortunately not :(

It appears to be working! Thank you so much! Makes me very happy to use this plugin in my project.  I had  an additional question - any terms of use?  I am assuming the backgrounds were ripped from EB?

Hello, any way to scale the mini map to  smaller size?

Not sure if this is what you are looking for, but found this in YEP_BattleEngine:

//=============================================================================
// Spriteset_Battle
//=============================================================================

Spriteset_Battle.prototype.isBusy = function() {
    return false;
};

Yanfly.BEC.Spriteset_Battle_update = Spriteset_Battle.prototype.update;
Spriteset_Battle.prototype.update = function() {
    Yanfly.BEC.Spriteset_Battle_update.call(this);
    this.updateZCoordinates();
};

Spriteset_Battle.prototype.updateZCoordinates = function() {
  if (Imported.YEP_ImprovedBattlebacks) {
    this.updateBattlebackGroupRemove();
  } else {
    this._battleField.removeChild(this._back1Sprite);
    this._battleField.removeChild(this._back2Sprite);
  }
  this._battleField.children.sort(this.battleFieldDepthCompare);
  if (Imported.YEP_ImprovedBattlebacks) {
    this.updateBattlebackGroupAdd();
  } else {
    this._battleField.addChildAt(this._back2Sprite, 0);
    this._battleField.addChildAt(this._back1Sprite, 0);
  }
};

Spriteset_Battle.prototype.battleFieldDepthCompare = function(a, b) {
    var priority = BattleManager.getSpritePriority();
    if (a._battler && b._battler && priority !== 0) {
      if (priority === 1) {
        if (a._battler.isActor() && b._battler.isEnemy()) return 1;
        if (a._battler.isEnemy() && b._battler.isActor()) return -1;
      } else if (priority === 2) {
        if (a._battler.isActor() && b._battler.isEnemy()) return -1;
        if (a._battler.isEnemy() && b._battler.isActor()) return 1;
      }
    }
    if (a.z < b.z) return -1;
    if (a.z > b.z) return 1;
    if (a.y < b.y) return -1;
    if (a.y > b.y) return 1;
    return 0;
};

Spriteset_Battle.prototype.isPopupPlaying = function() {
    return this.battlerSprites().some(function(sprite) {
        return sprite.isPopupPlaying();
    });
};

Yanfly.BEC.Spriteset_Battle_battlerSprites =
  Spriteset_Battle.prototype.battlerSprites;
Spriteset_Battle.prototype.battlerSprites = function() {
  var sprites = Yanfly.BEC.Spriteset_Battle_battlerSprites.call(this);
  var length = sprites.length;
  var result = [];
  for (var i = 0; i < length; ++i) {
    var sprite = sprites[i];
    if (!sprite) continue;
    if (!sprite._battler) continue;
    result.push(sprite);
  }
  return result;
};

I should have mentioned earlier that I had flipped the plugin order to no avail.   I created a new project with the minimum amount of plugins as possible, it definitely does not like it if you place your plugin above the yanfly's battle engine core.

There is no error that is produced (i checked the console as well), the sprite priority no longer functions when having battlers overlap.    

With the plugin i posted above, you can dictate the battlers sprite priority.  It is functioning correctly in the left frame - battler on the left should have layer priority (JM_EarthboundBackgrounds disabled) and in the right frame ( with JM_EarthboundBackgrounds enabled), it no longer correctly takes sprite priority.  

I use a small plug by glaphen that this plugin seems to break.  All the plugin does is changes sprite layer priority depending on who is attacking by flipping a switch:

Spriteset_Battle.prototype.battleFieldDepthCompare = function(a, b) {
var priority = BattleManager.getSpritePriority();
if (a._battler && b._battler) {
if (!$gameSwitches.value(500)) {
if (a._battler.isActor() && b._battler.isEnemy()) return 1;
if (a._battler.isEnemy() && b._battler.isActor()) return -1;
} else {
if (a._battler.isActor() && b._battler.isEnemy()) return -1;
if (a._battler.isEnemy() && b._battler.isActor()) return 1;
}
}
if (a.z < b.z) return -1;
if (a.z > b.z) return 1;
if (a.y < b.y) return -1;
if (a.y > b.y) return 1;
return 0;
};

Any chance of a compatibility fix?

hi! Very cool plugin.  Would it be possibly to modify it so that note tags could be added to enemies? So that for animations, positions would  change from enemy to enemy?  This would be super useful for a game with different size enemies.  

It appears if using yep_equipcore, and using <equip slot> will break the blocking.   For example:

<Equip Slot>

Weapon

Weapon

Shield

Head

Body

Accessory

</Equip Slot>