Animated Enemies

Discussion in 'JS Plugin Releases (RMMV)' started by Rexal, Oct 28, 2015.

  1. Skurge

    Skurge " (GASP) What's going on!? " Veteran

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    I only just realised that the animation sheets that are intended for this don't have a movement animation like RPG Maker 2003 does given the option if they move to target or step forward.

    After the main bugs have been fixed, do you think it's possible to also implement a extra animation section for this?
     
  2. Rexal

    Rexal Digital Fuzzball Veteran

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    Actually, for another plugin I'm secretly working on I'm going to extend the SV actors system entirely, to the point where you can use your own templates and set your own animation definitions. Since it'll modify Sprite_Actor, it'll most likely also work for this plugin.

    I don't know when I'll get that done, but it is something I'm doing.
     
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  3. Sera

    Sera Veteran Veteran

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    Is the issue with mouse targeting fixed, or have you not gotten to that yet?
     
  4. Rexal

    Rexal Digital Fuzzball Veteran

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    Still working on it. Battle Engine Core doesn't seem to want to recognize it no matter what I do. There's probably something really obvious that I'm missing, but after the trouble it gave me a bit ago I'm taking a short break from it for a bit and working on something simpler.
     
  5. andai

    andai Veteran Veteran

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    That'll be such an amazing feature!! Looking forward to it!
     
  6. Sarkoth77

    Sarkoth77 Villager Member

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    I feel like I'm probably doing something obviously wrong but I can't get this plugin working for the life of me. I added the plugin to my project and disabled all other plugins to test it and I still get a "Type Error. Undefined is not a function" error whenever I try to perform an action in the battle test. The enemy sprite is animated up until that point though. Just to be thorough I gave an actor, an enemy, and a troop encounter all the same names with the same file name in all the folders and I still couldn't get it to work.

    [​IMG]
     
    Last edited by a moderator: Oct 29, 2015
  7. Sera

    Sera Veteran Veteran

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    This issue popped up earlier. Go into Yanfly Core Engine and set the "Flash Target" parameter to true.
     
  8. Sarkoth77

    Sarkoth77 Villager Member

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    I set it to true and I got the same thing. That's when I just disabled every plugin except the animated battler one.
     
  9. Rexal

    Rexal Digital Fuzzball Veteran

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    Make sure you save your project after disabling the plugins, otherwise MV still treats them as ON.

    Other than that, I'm not sure what the problem is.
     
    Last edited by a moderator: Oct 29, 2015
  10. Sarkoth77

    Sarkoth77 Villager Member

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    Wow you're right. I was battle testing without saving even though the plugins were set to "off". I feel pretty silly now.

    Anyway, thanks for this plugin. I've been looking forward to something like this since launch.

    Now if only I could get the weapons facing the right way and using the correct animations...

    [​IMG]

    Edit: Just finished reading the whole thread. Hope you can get the weapons / mouse fixed as I'm really looking forward to using this. Thanks again for the plugin.
     
    Last edited by a moderator: Oct 29, 2015
  11. Kazyn

    Kazyn Advanced Member Member

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    Great script. Definitely an essential in my plugins list.

    These may or may not be known already but I'll go ahead and put them down just in case:

    1) Enemies do not disappear when defeated.

    2) Enemies that are set to "appear halfway" (in the troop database) will still appear at the start of battle. However, they will not be targetable neither will they act until they are told to actually appear. It's merely a visual issue.

    Other than that, works flawlessly.

    Thanks again!
     
  12. Rexal

    Rexal Digital Fuzzball Veteran

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    Yep, I'm aware of those, but thanks for reporting. Since I wanted to emulate the SV Actors as much as possible, I decided to go with the "dead" motion instead of having them disappear. I'm going to have the default disappear styles as an option, though.

    And appear halfway is something I kinda forgot about when I made this plugin. They should actually disappear in the next version.
     
  13. hmind

    hmind Veteran Veteran

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    hey rexal, being awesome again huh.. i read the future plans - so just to be clear, will you fulfill this request?
     
  14. Valast

    Valast Programmer in Training Member

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    I noticed the enemies still bump to the right when struck as if they are still the actors receiving damage. Not sure if this has already been brought up or not but I thought I'd shoot it to you, to be safe.
     
    Last edited by a moderator: Oct 30, 2015
  15. erikmidnatt

    erikmidnatt Mercenary Wizard possessed by an Evil Spirit Veteran

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    @Valast I can confirm this as well.  I think that's another Yanfly plugin conflict.
     
  16. Rexal

    Rexal Digital Fuzzball Veteran

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    That's definitely one of the features I want to to add.

    Yep, another thing I need to patch.

    Edit - The breathing is done, I just need to get the note tags that let you modify the sine scale/speed working and I'll update the plugin. It doesn't want to use them for some reason.

    Here's a preview:

    [​IMG]
     
    Last edited by a moderator: Oct 30, 2015
  17. Magni

    Magni Villager Member

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    It's look really great ! Maybe just a little bug with the horn (the rightmost) in your preview ?

    Btw, awesome job with your plugin !
     
  18. Rexal

    Rexal Digital Fuzzball Veteran

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    >>)...Yeah, MV's not the biggest fan of sprite scaling. Nothing I can really do about that, unfortunately...
     
  19. erikmidnatt

    erikmidnatt Mercenary Wizard possessed by an Evil Spirit Veteran

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    i just discovered that the animated SV battlers work in front view...going to test with actually front view poses and see how this looks...
     
  20. Rexal

    Rexal Digital Fuzzball Veteran

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    A better name for this plugin is probably "Animated Enemies", since I also just found out that it works in Front view as well :p
     
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