Animated Enemies

erikmidnatt

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Wow, this plugin already has youtube tutorials...
 

MikeMakes

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I really like the breathing effects.

So if this uses SV_Actors, it has 3 frames max for each motion,?

Then it's not possible to have more than 3 frames, possibly from another drawing method (e.g. individual sprites of Bat enemy named Bat_1, Bat_2, Bat_3, Bat_4 and so on and linked together?) I know doing this may affect the ability to modify motions and have battle weapons.
 
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erikmidnatt

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delete, I think i misspoke...
 
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kimanimanipa

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Any chance that someone would put detailed instructions as to how to use this plugin? So far I've only managed to get enemies to "breath", but no animated actor sprite when using [sV animated] and matching names for images in \img\sv_actors\ and \img\sv_enemies\. Pretty please?
 

DarknessFalls

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So I disabled all the scripts, and my bat still does not breath, it doesn't move, it doesn't do anything that your script states it does for static enemies. This script is from your repo at 19 hours old. So it is the latest at the time of this posting. Is there any steps I am not aware of?

It does how ever animate character sheets. so that part works fine. But static enemies, does nothing.
 
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erikmidnatt

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@DarknessFalls, most recent version is 2 hours old.

@kimanimanipa are you using the standard sprite sheet for SV characters?

Are both of you downloading the zip?

Can both of you post screens of your setup and put it in spoilers?
 

DarknessFalls

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@DarknessFalls, most recent version is 2 hours old.

@kimanimanipa are you using the standard sprite sheet for SV characters?

Are both of you downloading the zip?

Can both of you post screens of your setup and put it in spoilers?
I was getting this from github oO, so the only two hour ago update is the yanfly patch. I have yanflies stuff disabled.

My Set up:



Now: My character, by default, is animated but the bat is not... It doesn't breathe, it doesn't move it doesn't do any thing ...

 
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erikmidnatt

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i assume static  enemy breathing is set to true? Also just to be safe, if yanfly is off, turn off the patch..you are actually one version ahead of yanfly than me....not sure it matters but i would turn off the patch if not using yanfly plugins right now.
 
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TNinja

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That did not take very long.

Good work, mate.
 

A_Higher_Plane

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Wait a minute, WHAT HAPPENED ON THE NOTE THAT SHOWS HOW TO EQUIP WEAPONS TO ENEMIES? I need that for some of my generator generated enemies to have a weapon.
 

kimanimanipa

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@DarknessFalls, most recent version is 2 hours old.

@kimanimanipa are you using the standard sprite sheet for SV characters?

Are both of you downloading the zip?

Can both of you post screens of your setup and put it in spoilers?
I checked the javascript code and it turned out I was writing [sV animated] instead of [sV Animated]. *facepalm* Sorry for the dumb mistake. Still, thanks for answering!
 

Rexal

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I was getting this from github oO, so the only two hour ago update is the yanfly patch. I have yanflies stuff disabled.

My Set up:



Now: My character, by default, is animated but the bat is not... It doesn't breathe, it doesn't move it doesn't do any thing ...

Name your plugin animatedSVEnemies, otherwise it won't read the parameters and it'll set breathing to false automatically. I wish there was a better way of doing this, but as far I can see there isn't a way to have the script read the plugin's name.

Wait a minute, WHAT HAPPENED ON THE NOTE THAT SHOWS HOW TO EQUIP WEAPONS TO ENEMIES? I need that for some of my generator generated enemies to have a weapon.
I'm working on it. Next version should be released very soon that fixes enemy weapons.

Any chance that someone would put detailed instructions as to how to use this plugin? So far I've only managed to get enemies to "breath", but no animated actor sprite when using [sV animated] and matching names for images in \img\sv_actors\ and \img\sv_enemies\. Pretty please?
I will soon after I release version 1.1, since that adds a few new things.
 
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DarknessFalls

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So I got all this working but: your weapon animations on enemies are backwards. Characters are left to right, enemies are right to left, like they lift the sword from the grouund up instead of from swiping up to down
 

Sarkoth77

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Version 1.1 is done! There's a lot I did, including finally fixing the weapons!
Nice! Both weapons and mouse clicking fixed in one day!

That's pretty much all I needed. Anything extra like size adjustment will just be bonus for me.
 
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LordKnottington

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I have a bit of a problem, the weapons seems to be appearing but does not move and is at the back of the battler

These are the settings that I set:

 

DustyCat Media

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Version 1.1 is done! There's a lot I did, including finally fixing the weapons!
Awesomesauce!

Did you fix the enemy escape issue? One of my very first enemies would be thugs who love to escape; so the issue being fixed is the only thing i'm waiting for. :D

Thank you!
 

Sarkoth77

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Awesomesauce!

Did you fix the enemy escape issue? One of my very first enemies would be thugs who love to escape; so the issue being fixed is the only thing i'm waiting for. :D

Thank you!
I tried to make the enemy battler escape and it glowed for a few seconds then retreated backwards.
 
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Rexal

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I tried to make the enemy battler escape and it glowed for a few seconds then retreated backwards.
Glow thing's from Yanfly's plugin.

But yeah, escape's fixed, and so is appear halfway. they no longer just stand still anymore.
 
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Sarkoth77

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Glow thing's from Yanfly's plugin.

But yeah, escape's fixed, and so is appear halfway. they no longer just stand still anymore.
You wouldn't happen to know how to get rid of the glow off the top of your head would you?
 

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