设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 82|回复: 0

[转载发布] VE Throwable Objects in YEP Battle Core Engine Sequences Patch

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    开心
    2026-7-12 04:10
  • 签到天数: 209 天

    连续签到: 2 天

    [LV.7]常住居民III

    7959

    主题

    864

    回帖

    3万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    29925
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    38778

    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Victor Sant's Throwable Objects plugin is great for improving battle animations with projectiles.  However it is not compatible with Yanfly's Battle Core.

    Michael Caiola did a good patch for allowing the use of both plug-ins together.  However, due to the implementation of jumping back to the original battle code when you want to use a throwable object, there were a few limitations:
        - You cannot use action sequences with any skills that use throwable objects.
        - You cannot use throwable objects with any skills used by enemies.
        - Skills with throwable objects will no longer have cast animations.

    What I've done is a different patch to bring throwable objects fully into action sequences.  Put this plugin under YEP_BattleEngineCore, and you will be able to use two new commands in action sequences:  THROW and WAIT FOR THROW.

    To use, you set up a throw object according to the methods in VE_ThrowableObjects.  Then you use the Throw command in an action sequence, giving it the target(s) to be hit by the object and the throwable object "type".  The type can be any string, so long as you use the same type when setting up the throw object and the throw action sequence (originally the options were "before", "during", and "after", but we are using yanfly's action timings now).  As in Victor's original throwable objects plugin, the origin of the projectile will be the user of the skill and the endpoint(s) will be the target(s), and you can reverse this by putting return in the throw object notetags.

    Example skill notetags:

    <throw object: before>
    image: icon 2
    </throw object>
    <target action>
    perform action
    wait 5
    throw: targets, before
    wait for throw
    action animation
    wait for animation
    action effect
    </target action>


    You will need the following plugins; I have them in this order (I put the VE plugins above BattleEngineCore so that BattleEngineCore can overwrite battle functions as it needs):
    VE_BasicModule
    VE_ThrowableObjects
    YEP_BattleEngineCore
    YEP_X_ActSeqPack1  (probably optional)
    YEP_X_ActSeqPack2  (probably optional)
    YEP_X_ActSeqPack3  (probably optional)
    VE_Throwable_BECPatch  (my new plugin)

    I have not tested throwing animations, for which you would need the plugin VE - Looping Animation.

    Script

    Spoiler                Code:       
    1. var VETBEC_BattleManager_processActionSequence = BattleManager.processActionSequence;
    2. BattleManager.processActionSequence = function(actionName, actionArgs) {
    3.   // THROW - syntax in action sequence is throw: target, type.  E.g. throw: targets, before
    4.   if (actionName === 'THROW') {
    5.     return this.actionThrow(actionArgs);
    6.   }
    7.   // WAIT FOR THROW - syntax in action sequence is wait for throw
    8.   if (actionName === 'WAIT FOR THROW') {
    9.     return this.actionWaitForThrow();
    10.   }
    11.   return VETBEC_BattleManager_processActionSequence.call(this,
    12.     actionName, actionArgs);
    13. };
    14. BattleManager.actionThrow = function(actionArgs) {
    15.     if (!$gameSystem.isSideView()) return true;
    16.    
    17.     var targets = this.makeActionTargets(actionArgs[0]);
    18.     //Call the startThrow function in VE_ThrowableObjects
    19.     targets.forEach(function(target) {
    20.         BattleManager._logWindow.startThrow(BattleManager._subject, BattleManager._action, target, actionArgs[1]);
    21.     });
    22.    
    23.     return true;
    24. };
    25. BattleManager.actionWaitForThrow = function() {
    26.     this._logWindow.waitForThrowFinish();
    27.     return false;
    28. };
    29. Spriteset_Battle.prototype.isAnyoneThrowing = function() {
    30.     //check every throwableobject for every battler, and see if it has duration > 0 or delay > 0
    31.     return this.battlerSprites().some(function(sprite) {
    32.         return sprite._throwableObjects.some(function(throwsprite) {
    33.             return throwsprite.isPlaying();
    34.         });
    35.     });
    36. };
    37. var VETBEC_Window_BattleLog_updateWaitMode = Window_BattleLog.prototype.updateWaitMode;
    38. Window_BattleLog.prototype.updateWaitMode = function() {
    39.     if (this._waitMode === 'throw') {
    40.       if (this._spriteset.isAnyoneThrowing()) return true;
    41.     }
    42.     return VETBEC_Window_BattleLog_updateWaitMode.call(this);
    43. };
    44. //This function name used to avoid clashing with waitForThrow in VE_ThrowableObjects
    45. Window_BattleLog.prototype.waitForThrowFinish = function() {
    46.     this.setWaitMode('throw');
    47. };
    复制代码






    Edit: Forgot to say that this is free for use in any project.


    本贴来自国际rpgmaker官方论坛作者:BrianKB处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/ve-throwable-objects-in-yep-battle-core-engine-sequences-patch.116466/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-8-1 04:48 , Processed in 0.115758 second(s), 57 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表