Animated Enemies

wizaerd

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erikmidnatt

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do you have the reposition battlers function enabled with Yanflys plugin?

Also which versions of the plugins are you on?
 
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wizaerd

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Yes I have that on, but it make no difference if I turn it off.

Which version of which?  All the latest versions of everything since I just spent the last half hour re-downloading everything.

this plugin 1.1, the yanfly fix of this script is 1.1, and every yanfly script is a different version, but they are the latest available as of half an hour ago,.
 

Sol Rising

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Nice! one thing... Why can't I select the enemy with my mouse to attack? It's only select-able by keyboard. Is this a bug or not installed feature?
 
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Sakif X9

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great work love the plugin :D
 
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Sarkoth77

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Nice! one thing... Why can't I select the enemy with my mouse to attack? It's only select-able by keyboard. Is this a bug or not installed feature?
I think he said there's an issue using the mouse when there's static and animated enemy battlers on the same screen.
 

Pumamori

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This is amazing. Thank you for creating this plug-in, it adds so much to games! 

The breathing is pretty sweet, though it'd be cool if we could set how strong it is by default, right now, a regular enemy with similar AGI to the actor is breathing like crazy! That they breath more slowly once they get closer to dying is the best thing ever. I've decided to never add HP Bars, watching enemies breathe is way more immersive. :)
 

DustyCat Media

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I encountered a bug:

Enemies with the [Float] parameter on will perform weird and erratic movements if used with Yanfly's various movement functions included in most of the his/her's Action Sequences plugin (ie, move to target,etc)

Just FYI. :)
 

wizaerd

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So what is the secret to positioning non-SV animated enemies (static enemies I guess)? I've got my troops way up at the top in the DB page, but in battle they still seem kind low...  I am using most of the Yanfly plugins, I do have the resolution set to 1920x1080, and I have both of the plugins for this animated SV enemies...

https://www.dropbox.com/s/h0u1mypiuc7l6af/TroopsPage.png?dl=0

https://www.dropbox.com/s/lukkw4201680dee/Battle.png?dl=0
And to make matter worse, besides bad positioning for static enemies, how does one control positioning for non-static, SV Animated enemies?  My party are all ositioned correctly based on the Yanfly Battle Engine Core parameters, but my enemy SV battler is waaay down on the bottom left...  How do I control this?

https://www.dropbox.com/s/hmvs8m4juv8kayw/SVBattler.png?dl=0
 

JKL

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I think I found a bug.

The image of weapon is selected by order of system picture, no by type defined in system. (Sorry my english u.u)

Ex:

I defined my type weapon number 14 as katana.

In sv actors, when they use weapon with that type weapon, image of katana is used.

But with sv enemies, they use weapon image from pic Weapons2 second line first column in system, that is a rod.

I hope you can understand this :)
 

wizaerd

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You move them in the troops page.
You missed the point.  The troops page show the sprite sheet for the desired enemy.  What is the best way to position it that it would reflect where the actual enemy is?  Even if I vhange the enemy pic to a regular picture, and move it in the troops page, it still doesn;t really correspond to where it'll show up on the battle field.
 
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TheAlphaRune

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This doesn't work for me when I try to have an enemy use a weapon.  It works otherwise, but only when I try to have the enemy use a weapon does it do this.  Any ideas on what's going on?  Here's screenshots of what happened.  

Edit:  I think I've pinpointed the problem.  It looks like when using weapons the plugin doesn't get along with SV ActorPostion.  It works with hat plugin well up until weapons get involved, so I guess this is another incompatibility issue.

 
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Rexal

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Okay, scale and positioning should be fixed and the scale parameter should actually work. I'm really, really sorry about that.
 
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erikmidnatt

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OK playing with the new version I still have some issues. I turned off scale by distance and they are still very large. 

I have enemies that are supposed to be full screen, full 1080p enemies. I was able to get them to work in the past but now they were scaled wrong no matter if I turn off Yanfly stuff or not. If I scale them to 50% they are almost right but not centered correctly. 

Left is how it used to look, right is how they look now. (the only difference is on the left I went into the troops json and put in the coordinates of 960 x 540. on the right if I did that the art would be off the screen tot he right)

btw both of those were taken with all of yanfly's stuff turned off to rule that out. I don't think it matters.

Using a quick picture of one of my doggies as too soon to show off my art  ;)

issue.jpg
 
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Rexal

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...great. So the scale by distance is right, but the non-scale one is huge for some reason. Version 1.111, here we come!

Edit: Try it now
 
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erikmidnatt

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thank you!

that fixed the scale. now they are far south on the screen but that isn't necessarily a bug. like half their body is cut off. it may be because I use the yanfly battle core to set my sprite anchor to the center of the sprite. This is because I want animations and damage numbers to show in the center and not at the foot of the sprite. I probably can just move the troop up in the editor..going to tinker now.

OK I figured my new workflow. I used to go into troops and put in 960x540 to position them right. Now I have to use the native resolution values, 408x222. I can deal with that. Thanks again. I'm going to render them all a bit bigger than 1080p, that way I can just size them up approximately in the editor and when they breath there will be extra pixels so I won't have to worry about edges showing up. :)

I'm so happy your current solution makes it to where I don't have to hack the troops json anymore! Your plugins keep having these secondary benefits :)
 
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Farr

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Enemies with [Float] indeed floats, but out of the screen after they perform an action. (Yanfly ON)

Its really funny.
 

PrkchpsNaplsaws

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I hope this isn't too far off topic ...I absolutely love this script, and can't wait to put it into my game - but how in the world did you get your "battle" scene to include other characters?  I've been searching like a madman for a script to do that - obviously not too hard - but a mad man none the less. 

Is it possible with your script???  Or was it something in addition to it?
 

Skurge

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Has there been any repairs on the enemy's attack animation?

I'm trying to have an enemy do a missile attack animation (shooting gun) and refuses to use any kind.
 

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