Animated Enemies

Skurge

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I have written this in my enemies note tag but he doesn't want to use the animation i command it to use.

[sV Animated]

SV Motion: Missile
 

romanticmisery.

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Did you save after enabling the plugin?
I didn't think of this before and now i feel stupid, it's working now.

Thank you.
 

Master100000

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Hi, I thought I should just drop by and say thank you for such a great plug-in. I have nothing to request out of it. Simply here to say thank you.
 

Yuudai

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Hello,

first of all thank you for this amazing plugin! its great now monsters look more alive! B)

I really want to use the floating feature for flying type monsters but I cant get it to work whenever I put the floating tag [Float] in the notebox the sprites just seems to fall through the map

tried to capture it but you can only see it for a brief second. whenever I turn off yanflys core plugin it works my resolution is set to 1280x720 maybe thats the problem?

I just read through the whole thread seems nobody has this bug. Everything else is working perfectly like breathing etc..

Hornet disappears to the bottom of the battle screen...



hope somone can help me on this  :rock-right:
 

doranikofu

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thx this is great, I have been waiting for this :)
 

Jeneeus Guruman

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I found some kind of bug that will show the wrong weapon image. I found out that this may be the cause of the problem:

Sprite_EnemyRex.prototype.setupWeaponAnimation = function() { Rexal.ASVE.processEnemyNoteTag($dataEnemies[this._actor._enemyId]); if (this._actor.isWeaponAnimationRequested()) { this._weaponSprite.setup($dataWeapons[Rexal.ASVE._weaponID].wtypeId); this._weaponSprite.scale.x = -Rexal.ASVE._enemyScale; this._weaponSprite.scale.y = Rexal.ASVE._enemyScale; this._weaponSprite.x = 16; this._actor.clearWeaponAnimation(); }};And I just replaced the setup part to this:

Code:
this._weaponSprite.setup($dataSystem.attackMotions[$dataWeapons[Rexal.ASVE._weaponID].wtypeId].weaponImageId);
 

RyanBram

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Dear, Rexal.

This is one of the most important script for me.

If you don't mind, I have some suggestion for yourscript:

  1. How about using prefix for animated enemies rather than note tag? I mean prefix like in character directory, such as $, or ! that have their own specific purpose. For example, if we give "cerberus.png" prefix and become something like "@cerberus.png" it will automatically tell the RPG Maker if the enemy is using animated sheets. Therefore we can keep enemies folder for static battler, and sv_enemies for animated battler. Make it little more clean for project management, especially for long term project as we can keep the picture file name as it and using it multiple times instead of putting notetag for every animated enemy.
  2. Can you also make the actor and enemy approach each other when attacking, instead of just stepping forward? It reminds me about RPG Maker 2003.
Thanks for creating a very, ultra, super, useful script. 

Regards,

Ryan
 

erikmidnatt

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  1. Can you also make the actor and enemy approach each other when attacking, instead of just stepping forward? It reminds me about RPG Maker 2003.
To me, this right here is stepping on the toes of other plugins and just like float will cause more conflicts. Yanfly's tools allow you to do complete action sequences, and Rexal has been trying to keep this plugin compatible with Yanfly. Right now both Yanfly and Rexal's plugins both try to float and that already causes havok.

This plugin animates stuff...personally I would leave well enough alone. Should have lines in the sand. IMO.
 
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Radis3D

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Hello, i want to ask, how to make enemy animated with dual hand (dual weapon)?
 

Rexal

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@Skurge Odd, that should work...

@M@pple Don't feel bad. A lot of people make this mistake(myself included).

@Jeneeus Guruman I see. I believe the problem is actually in Game_Enemy.prototype.performAttack, though, since I edited it a lot more recently and the issue didn't exist before I did that. Either way, I'll go ahead and fix it.

No wait, I see exactly what it is. Apparently this has been a thing for a long while, and nobody noticed. Whoops. Either way, I was stupid and didn't realize how this._weaponSprite.setup actually worked.

Fixed it.

@RyanBram

1. The reason why I didn't do this is because with the way MV is designed, enemies will switch out between using sv_enemies and enemies folders automatically depending on the view you used. And I don't think anyone really wants to position the enemies based on the sv_actors sprite-sheet.

2. Yeah, that's just a little too far. This plugin is specifically for the enemies themselves, and I'm not touching the actors in any way if I can help it.

[Float] was bad enough.
 
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PathosFear

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Thanks a lot for this, it has made my game feel a lot more artistically cohesive and alive. I am still struggling with the absolute mess that was taking the step from VX Ace to MV, but this has truly brightened my outlook and strengthened my resolve XD

Anyhoo, thanks again for your awesome work!
 

PrkchpsNaplsaws

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So there are SEVERAL pages to this already (not a surprise, this is an amazing plugin) but I, like many others here, could not, for the life of me, get this to work.

I followed everyone's step-by-step guides on various different pages and still was not having luck...then, come to find out - it's because I was using the test-battler in the database.

Once I set up an event in my actual game and tested it - voila - it worked like a charm and my character-generator-created character was now an enemy that I could fight against.

Hopefully that helps some others.

So - to recap:

Step 1 - Create the character you wish to battle in the Character Generator.  You need his/her Battler image.

Step 2 - Name that characters' battler image something - lets say my_battler

Step 3 - Export that characters battler image to these 3 folders of your game directory (not RMMV's directory - your actual game directory & the image needs to have the exact same name in all 3 locations)

Folder 1.) sv_enemies

Folder 2.) sv_actors

Folder 3.) enemies

Step 4 - Create a new enemy in the database - select my_battler as the image (it'll look weird, but that's ok) - for examples sake - lets name this enemy Ted

Step 5 - Still in the enemy tab in the database, add [sV Animated] to the "Notes" box of your enemy.

Step 6 - Go to the "troops" tab in the database and create a new "troop".  Let's name it "Ted Fight" - insert Ted that you created above.  Hit "OK" to exit & save from the database.

Step 7 - Finally - create an event in your map and trigger the Troop battle "Ted Fight"

Step 8 - Test, Tweak, & Enjoy.
 
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TheAlphaRune

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So this might have been answered already, but are we still not able to click enemies.  It seems that I can still click static enemies, but not animated ones.  Is that still being worked on or did I do something wrong?
 

erikmidnatt

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Last Rexal talked about it if both are in the same scene it doesn't work properly.
 

Rexal

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It seems to work with both as long as they're not too close to one-another...maybe. I'm still not entirely sure why sometimes the SV ones are clickable and other times they're not...
 

Skurge

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I'm not sure why, but having the animation refer to "swing" does the missile column animation. Are you certain it is referring to the correct battle motions or have I been misled by the sheets layout themselves?
 

dragonpc

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So this might have been answered already, but are we still not able to click enemies.  It seems that I can still click static enemies, but not animated ones.  Is that still being worked on or did I do something wrong?
Last Rexal talked about it if both are in the same scene it doesn't work properly.
It seems to work with both as long as they're not too close to one-another...maybe. I'm still not entirely sure why sometimes the SV ones are clickable and other times they're not...
i have 0 trouble clicking the SV animated Battelers.

This is why... you guys create whole sheets of sv battelers and use them for place holders,

Lets go through this together step by step: (Prkchpsnaplsaws had it correct except step 3)

Step 1 - Create the character you want to appear as an enemy in the Character Generator.

Step 2 - Name that characters' battler sheet - bandit (or any name you like but for this demo its bandit..)

Step 3 -

I made both the Battler sheet and the Walk Character sheet, here is what i did with them: (I also made some face sheets too, if I wanted them to talk before, during, or after battle)

"battler" sheet : Name it bandit.png I then took that "Battler" sheet and cut one single pose (second at the top left) out of it (64x64), and put that (Named bandit) in the "sv_enemy" folder. (All this is, Is a placeholder, you use it to place them in the troop window. and it also determines the "size" of the sprite.)

"battler" sheet Part 2:

After all this was done I put the original "Battler" sheet (Named bandit.png) into the "sv_actors" folder.

"walk character" sheet: I used this for the Event Sprite (so he can walk around etc.) I put this in the "characters" folder, with an "!" in front cause...i dunno why but it works...

Done.

Step 4 - Create a new enemy in the database - select bandit as the image (it'll look weird, but that's ok) - for examples sake - lets name this enemy Ted

Step 5 - Still in the enemy tab in the database, add [sV Animated] to the "Notes" box of your enemy.

Step 6 - Go to the "troops" tab in the database and create a new "troop".  Let's name it "Ted Fight" - insert Ted that you created above.  Hit "OK" to exit & save from the database.

Step 7 - Finally - create an event in your map and trigger the Troop battle "Ted Fight"

Step 8 - Test, Tweak, & Enjoy.

(there is no reason to have a huge sheet, that huge sheet is blocking the other batters from being clicked on. (Which is why it looked weird))

P.s. you can have as many battlers on the screen as you want doing it this way, you can even mix and match them, and still click on every one of them!

here is a  1.5 minute video of me fighting 2 bandits and 1 bandit leader!

youtube
 
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djDarkX

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I'm not sure why, but having the animation refer to "swing" does the missile column animation. Are you certain it is referring to the correct battle motions or have I been misled by the sheets layout themselves?
That's funny because when the enemy I have set to use swing tries to do it, it just errors out with "undefined is not a function".  When I did it without Yanfly's Battle Core and Action Sequences, it worked, but yeah.  I do also have the Yanfly patch, but it doesn't help me.

Ah well.  I'll have to skip it for this project.  Still a freakin awesome plugin!
 

dragonpc

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That's funny because when the enemy I have set to use swing tries to do it, it just errors out with "undefined is not a function".  When I did it without Yanfly's Battle Core and Action Sequences, it worked, but yeah.  I do also have the Yanfly patch, but it doesn't help me.

Ah well.  I'll have to skip it for this project.  Still a freakin awesome plugin!
i have every yanfly script installed and active and it works fine, you may want to get all the updates for all your plugins from yanfly and the updates for this (there is a 9th update release for yanfly atm) having those may help, and try redownloading this script as well, i know they work as i use it all and i have no issues.
 

djDarkX

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All the Yanfly plugins I have are fully updated.  I never miss an update.  Just doesn't work for me.  It's fine.  I can do without it for this project, but it would have been nice.
 

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