Animated Faces (MZ Version)

lordvalinar

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Animated Faces
v1.3
Click here for the MV Version: [MV]Animated Faces 1.2

About:
Started out as the Standalone version of the TTKMessagePlus (Fogomax) plugin's animated face feature. Now converted over to MZ for the plugin commands. Possibly future updates (if any requests pop up).

Update (v1.3):
* Fixed (again!) v1.3 - Previous update broke some animations, and apparently the random delay between animations was read in a string format... so it was not getting the correct min-max values. That too has been fixed.

* Fixed (hopefully?) by stopping animations if a wait/pause text code is used.

* Added in a check during Scene_Battle, so should now animate faces in battle as well.

Can acquire by re-downloading here, or by getting it at github:
Animated Faces MZ v1.3

Instructions:
You will need to create an animated face set first (duh). The prefix can be whatever you choose in the plugin parameters, but by default it's "anim_".
- Top row = Idle animations (no text is moving)
- Bottom row = Speaking animations (text is moving)
anim_Test.png

Next, place the plugin in your project's plugin folder (\js\plugins\..).
Finally, go into the plugin manager and add it there.

Usage:
By default, the plugin (with the above example) will be "Plun n' play", but you can alter the settings, or even use a plugin command to change them on the fly!
Ex1.png
Ex2.png
Ex3.png

Terms of Use:
Can be used in non-commercial and commercial games with credit to LordValinar and Fogomax (for original works).
Do NOT remove the author from the plugin
Do NOT post the plugin (modified or otherwise) anywhere else besides these forums (RPG maker web).
 

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GalacticGod

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This plugin sounds way cool. Do you think you might be able to upload a demo to go with?

Edit: I figured it out. Just looked at your MV examples.

Thanks for the Plugin; it's super cool!
 
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lordvalinar

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Thanks :) I may still put up some additional screenshots and instructions on this page if it'll help? I guess redirecting to the MV version is kinda lazy, huh? lol

Yeah I may end up doing that sometime tomorrow.
 

Chaos17

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Thanks :) I may still put up some additional screenshots and instructions on this page if it'll help? I guess redirecting to the MV version is kinda lazy, huh? lol

Yeah I may end up doing that sometime tomorrow.
A simple GIF will be nice :kaopride:
 

ct_bolt

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Georg

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I just got an idea: What if you were to add message command that make it so the plugin ignores a part of the text (something like..."\t[this part would be ignored]")?? That could be used to add a part that is only supposed to be the character thoughs in place of something said.
 

qingfengze

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I can't download it, can you post a link to another download?
Maybe it's because I'm a shameless Chinese:hsad::hsad:
 

lordvalinar

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I can't download it, can you post a link to another download?
Maybe it's because I'm a shameless Chinese:hsad::hsad:
Yes of course! I'll try to upload it to other sources :)

I just got an idea: What if you were to add message command that make it so the plugin ignores a part of the text (something like..."\t[this part would be ignored]")?? That could be used to add a part that is only supposed to be the character thoughs in place of something said.
That is a good idea actually. I'll see if I can get it in there and working :) I'm not really good with escape characters, however, I think I am confident enough to figure it out ^_^
 

Milennin

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Looks pretty awesome. Not sure if I can be bothered to go through the trouble of adding this to every faceset I'm gonna be making, but if I ever get there, I'll definitely try this one out.
 

Iqus

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When testing escape characters that pause the text, like \!, \. or \|, the face remains animated. Would be nice to "pause" the talking animation when these are used.
 

lordvalinar

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When testing escape characters that pause the text, like \!, \. or \|, the face remains animated. Would be nice to "pause" the talking animation when these are used.
Oh? I'll have to look into that again, thought I fixed that. o_O

!! Alright - updated, now can download directly from forum or Github. v1.1 should fix that (stopped anim).
 
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Milennin

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OK, I actually made a test graphic for this today, and noticed the animated faceset doesn't play in dialogue during combat scenes.
 

Iqus

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Got an error with your newer version:


Code:
rmmz_managers.js:2030 TypeError: this.pause is not a function
    at MessageWinNew.Window_Message.updateFaceAnimation (LvMZ_AnimatedFaces.js:255)
    at Scene_Map.update (LvMZ_AnimatedFaces.js:232)
    at Function.SceneManager.updateScene (rmmz_managers.js:2097)
    at Function.SceneManager.updateMain (rmmz_managers.js:2057)
    at Function.SceneManager.update (rmmz_managers.js:1938)
 

lordvalinar

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Got an error with your newer version:

Code:
rmmz_managers.js:2030 TypeError: this.pause is not a function
    at MessageWinNew.Window_Message.updateFaceAnimation (LvMZ_AnimatedFaces.js:255)
    at Scene_Map.update (LvMZ_AnimatedFaces.js:232)
    at Function.SceneManager.updateScene (rmmz_managers.js:2097)
    at Function.SceneManager.updateMain (rmmz_managers.js:2057)
    at Function.SceneManager.update (rmmz_managers.js:1938)
Oh my god I'm an idiot. It's supposed to be "this.pause" not "this.pause()" *facepalm* Fixed now ^_^ Sorry!

OK, I actually made a test graphic for this today, and noticed the animated faceset doesn't play in dialogue during combat scenes.
That's because it's only updated on Scene_Map, however I'v added it in Scene_Battle as well - although it's untested, it should still work though ^_^
 

lordvalinar

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I am seemingly having trouble with wait codes though (at the end, the face likes to "blink" out momentarily, and not sure why.. It should be drawing the face properly so *scratches head*
It'll have to be something I track down..
 

Iqus

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Yeah I tested it and now the face stops "talking" when there's a pause, but it no longer blinks :p
 

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