EST - ENEMY IMAGE CONTROL MZ

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,267
Reaction score
499
First Language
indonesian
■ Information ╒══════════════════════════╛
EST - ENEMY IMAGE CONTROL MZ
Version: 1.0
By Estriole
File name: EST_ENEMY_IMAGE_CONTROL.js
■ Introduction ╒══════════════════════════╛
This plugin is for changing the enemy battler graphic
when the certain condition are met...

■ Features ╒══════════════════════════╛
- change enemy graphic when certain condition are met
- you define your own notetags & suffix
- priority order on specific condition

■ Changelog ╒══════════════════════════╛
v1.0 2020.10.26 - Finish the plugin
v1.1 2020.10.27 - Change the name to EST - IMAGE CONTROL MZ
- ability to have state , hp, mp check for the battler image.

■ Plugin Download ╒══════════════════════════╛
https://www.dropbox.com/s/cu52wa7m12132vs/EST_ENEMY_IMAGE_CONTROL_MZ.js?dl=0

■ Screenshots ╒══════════════════════════╛
1603696724566.png
1603871139852.png

■ Demo ╒══════════════════════════╛
https://www.dropbox.com/sh/vhf1jhpydfr3vne/AACXtmj85frlI81AAmAcK50Ha?dl=0
click download to download the entire folder.

■ How to use ╒══════════════════════════╛
1> install the plugin
2> open plugin parameter. add your suffix entry there
suffix -> your suffix name
State Affected -> the suffix will active if enemy affected by all this state
%hp -> percentage maxhp when hp below that the suffix will take effect
%mp -> percentage maxmp when mp below that the suffix will take effect
priority -> lower priority will be used.
if same priority. the bottom one in the plugin parameter will be used.

the suffix will be used to the enemy ONLY if all the condition are met.
if there's one condition not met then the suffix will not be used.
if you don't want to have state... just don't fill the State Affected list.
if you don't want hp and mp check... just fill 100.

3> in the enemy Database notetags add [yoursuffixname]
4> in your img/sv_enemies/ folder... add the weak form and add [yoursuffixname] after
the original name:
ex:
Original: Gnome.png
first suffix is weak_30
create a file named Gnome[weak_30].png

second suffix is weak_10
create a file named Gnome[weak_10].png

WARNING!!! if you put the suffix notetags in the enemy notetags...
you must remember to add the battler image with suffix too !!!
or it will throw error AFTER battle when it cannot find the file.

■ Dependencies ╒══════════════════════════╛
none

■ Compatibility ╒══════════════════════════╛
MZ is new engine... so i cannot say for sure.
but it should be compatible with most things.

This might not "fully compatible" with plugins that
modify battler name... it could work if that plugin put above my plugin...
but you must have every combination variation of the filename required.

■ Parameters ╒══════════════════════════╛
>> Suffix List
+ Suffix -> The suffix of the filename... name the "weak form" image file:
originalname[yoursuffixhere]
ex:
Suffix: weak_30
Original Enemy Filename: Gnome.png
weak form filename: Gnome[weak_30].png
+ State Affected -> Battler use this suffix only if affected by ALL this state
this is a list of number of state id.
+ %HP -> Battler use this suffix after hp below this % max hp
ex: 30 => will change graphic when hp below 30 percent max hp
(WITHOUT %... just use the number so 30% will throw error. use 30)
+ %MP -> Battler use this suffix after hp below this % max hp
ex: 30 => will change graphic when hp below 30 percent max hp
(WITHOUT %... just use the number so 30% will throw error. use 30)
+ Priority -> Priority Level of this suffix. lower -> will be used first
■ License ╒══════════════════════════╛
Free to use in all project (except the one containing pornography)
as long as i credited (ESTRIOLE).

■ Extra Credit ╒══════════════════════════╛
None

■ Support ╒══════════════════════════╛
While I'm flattered and I'm glad that people have been sharing and
asking support for scripts in other RPG Maker communities, I would
like to ask that you please avoid posting my scripts outside of where
I frequent because it would make finding support and fixing bugs
difficult for both of you and me.

If you're ever looking for support, I can be reached at the following:
[ http://forums.rpgmakerweb.com/ ]
pm me : estriole

also support to compatibility with VisuStella is not possible.
because their code is obfuscated thus cannot be read by human.
if there's incompatibility... please ask VisuStella Team.

■ Donate ╒══════════════════════════╛
If you want to support my work you can donate here
Donate

■ Author's Notes ╒══════════════════════════╛
None
 
Last edited:

Krystek_My

Veteran
Veteran
Joined
Dec 29, 2017
Messages
263
Reaction score
68
First Language
Polish
Primarily Uses
RMMV
I want to ask one thing about this. Can I also make other images, like if enemy has state x, change to image y, or different image when enemy recives damage? That would really help in my project.
 

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,267
Reaction score
499
First Language
indonesian
I want to ask one thing about this. Can I also make other images, like if enemy has state x, change to image y, or different image when enemy recives damage? That would really help in my project.
this plugin cannot do that. this is only for making the enemy change image when the enemy HP below certain % of maxhp...

the general usage of this plugin might be making a 'weaked form' of an enemy when the enemy dying... or making boss 'change form' to more menacing look when the hp is low.

for "enemy has state x change image to y" scenario... it might not be too hard to code either as another plugin or maybe extension of this plugin... i might do that later when i have time...

but "receive damage change image" might be not a good approach to handled by changing the battler image... since it might already handled by most any animated battle plugins (when damaged use row x image)...

this plugin approach also not perfect... considering it have potential to bloat your project with multiple image version of the enemy... remember to use it in moderation :D.
 

Weremole

Veteran
Veteran
Joined
Jan 22, 2016
Messages
256
Reaction score
213
First Language
Swedish
Primarily Uses
I want to ask one thing about this. Can I also make other images, like if enemy has state x, change to image y, or different image when enemy recives damage? That would really help in my project.
You could probably do the state thing with Visustella ElementStatusCores "trait" feature since it allows you to associate traits with enemy sprites. But you'd have to know some JS if it's a universal thing, otherwise you can just do it with battle events.

Yanfly had an Enemy image plugin for MV, time will tell if VS will have something similar.

Either way I like these simpler plugins a lot. They add a bit extra spice.
 

Calvynne

Veteran
Veteran
Joined
Oct 23, 2015
Messages
104
Reaction score
67
First Language
English
Primarily Uses
Thank you so much for this release.
I would also greatly appreciate a "on state" variation, but just the HP% offers a lot of flexibility for me.
 

hacksider

Veteran
Veteran
Joined
Apr 4, 2017
Messages
32
Reaction score
16
First Language
tagalog
Primarily Uses
RMMV
OMG @estriole ! I just asked this 2 days ago and now you already have a plugin for it! I am now your number one fan!
 

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,267
Reaction score
499
First Language
indonesian
Thank you so much for this release.
I would also greatly appreciate a "on state" variation, but just the HP% offers a lot of flexibility for me.
i'm planning on making "on state" version. but maybe it would not preferable to combined with this plugin. because it will cause to many variation of images...

ex:
Gnome.png
have 3 weak hp suffix: weak_50, weak_30, weak_10
then have 3 on state change image.
it will result in 1(original) + (1x3)(original with weak) + (3x3)(on state with weak) = 13 image just for one battler :D that will potentially bloat your project size a lot :D.

maybe i will also make another plugin to 'auto add state' when enemy hp value below certain %maxhp so it can combined with 'on state' version plugin...

but still there's a major problem though... enemy can have multiple states...
i'm still designing on how i approach this problem...
i might only take one state that will modify the battler image (adding priority level).
but that will not look good too...
(ex: enemy has weak hp state and poisoned.... which one will i show?)
 
Joined
Aug 2, 2020
Messages
14
Reaction score
7
First Language
English
Primarily Uses
RMMV
Thanks for making this plugin, it's going to get a lot of use from me.

With regards to the issue around states and bloat, that's a very real problem, and I totally appreciate the technical aspect to it.

If I was to propose a solution, it would be to have the priority set in the note tags.
eg: weak_50, weak_30, state_poison, weak_10

So it shows the end one with the highest priority. If the monster is poisoned at 99%, it will stay in the poison state until it reaches 10%, then it switches.

The user could decide how many alternates they want.
This would be most useful for creatures with specific weaknesses that you want to highlight, and shouldn't be used for every single enemy.

For me, this is plenty flexible as it is, and again thanks for the hard work!
 

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,267
Reaction score
499
First Language
indonesian
updated this plugin to v1.1
v1.1 2020.10.27 - Change the name to EST - IMAGE CONTROL MZ
- ability to have state , hp, mp check for the battler image.

i change the name of this plugin to EST - IMAGE CONTROL MZ because it's not low HP only now.
this could also have on state image...

this is the new design of this plugin:
each suffix will check the condition... if ALL the condition met it will then use that as battler suffix name.
it will check states affected or not, hp below certain percentage or not, mp below certain percentage or not...

ex:
suffix: weak_poisoned_blinded
state that need to be affected : 4 (poison), 5(blind)
hp need to <= 50%
mp need to <= 100% (a.k.a all the times)

there's also priority check... the plugin will use the priority with lowest number first... (ex: use 1 instead of 2)... if the priority the same... it will then use the BOTTOM most order in the editor with that priority.
 
Last edited:

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,267
Reaction score
499
First Language
indonesian
You could probably do the state thing with Visustella ElementStatusCores "trait" feature since it allows you to associate traits with enemy sprites. But you'd have to know some JS if it's a universal thing, otherwise you can just do it with battle events.

Yanfly had an Enemy image plugin for MV, time will tell if VS will have something similar.

Either way I like these simpler plugins a lot. They add a bit extra spice.
I want to ask one thing about this. Can I also make other images, like if enemy has state x, change to image y, or different image when enemy recives damage? That would really help in my project.
Thank you so much for this release.
I would also greatly appreciate a "on state" variation, but just the HP% offers a lot of flexibility for me.
Thanks for making this plugin, it's going to get a lot of use from me.

With regards to the issue around states and bloat, that's a very real problem, and I totally appreciate the technical aspect to it.

If I was to propose a solution, it would be to have the priority set in the note tags.
eg: weak_50, weak_30, state_poison, weak_10

So it shows the end one with the highest priority. If the monster is poisoned at 99%, it will stay in the poison state until it reaches 10%, then it switches.

The user could decide how many alternates they want.
This would be most useful for creatures with specific weaknesses that you want to highlight, and shouldn't be used for every single enemy.

For me, this is plenty flexible as it is, and again thanks for the hard work!
Now this plugin support "on state" too...
updated this plugin to v1.1
v1.1 2020.10.27 - Change the name to EST - IMAGE CONTROL MZ
- ability to have state , hp, mp check for the battler image.

read above on how i design what suffix will be used.
 

hacksider

Veteran
Veteran
Joined
Apr 4, 2017
Messages
32
Reaction score
16
First Language
tagalog
Primarily Uses
RMMV
Hi @estriole , just tested this and I say this is really an amazing plugin. Just a suggestion, kindly make the default mp to 0 in your test project as adding new state doesn't change the enemy gnomes as the condition is <= 100

Did some head scratching testing your demo and asking why the images doesn't change after the first hit, LOL! It turns out that when the gnome cast a spell, the image won't change at all except if they get poisoned.

When I changed the MP = 0 in the plugin, then everything goes as expected.
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,697
Reaction score
4,657
First Language
English
Primarily Uses
RMMZ

@hacksider , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.

 

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,267
Reaction score
499
First Language
indonesian
Hi @estriole , just tested this and I say this is really an amazing plugin. Just a suggestion, kindly make the default mp to 0 in your test project as adding new state doesn't change the enemy gnomes as the condition is <= 100

Did some head scratching testing your demo and asking why the images doesn't change after the first hit, LOL! It turns out that when the gnome cast a spell, the image won't change at all except if they get poisoned.

When I changed the MP = 0 in the plugin, then everything goes as expected.
wait... if the mp condition is <= 100 then it should means it will always true (because mp never above 100%) means no mp condition that affect the suffix. the same with hp <= 100... so we can have only on state image.

to clarify do you mean the battle in my demo... (vs Gnome)
the gnome have 3 image form

1) when below 50% hp AND afflicted with poison state AND afflicted with blind state
2) when below 30% hp
3) when below 10% hp

so if you want to get the first image you should use skill Enemy HP = 50%, Give Blinded State, Give Poison State (need 3 turn >.< but i separate it so we can see it won't change when the condition not ALL met.
if you want to get the second image you can directly use skill Enemy HP = 30%
if you want to get the third image you can directly use skill Enemy HP = 10%

or the bug happened in other battle you created yourself?
i cannot replicate the bug. can you tell me step by step on how you encounter that bug?
i will try to fix it a.s.a.p :D.

edit: wait found a bug... mp check always true... i will try fixing it now.
edit2: wait not a bug... false alarm... i use the wrong notetags [weak_mp] instead of [low_mp] >.<

updated the demo: added a new battle with Monk I (pronounced Monk ai :D)
Monk I will have image change when having it's mp 10% and below
Monk I will also have image change when infliced with blind state.

1603855506677.png
 
Last edited:

Krystek_My

Veteran
Veteran
Joined
Dec 29, 2017
Messages
263
Reaction score
68
First Language
Polish
Primarily Uses
RMMV
I love that also hue chnages when using images. I achieved semi-animated enemies, using Visu's sequences, I'm just adding, removing attack state and it looks great!
Thanks for your work
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

rux
The most words I have ever written in an entire document is in my game's script, jeez i have a lot of characters that ramble on
Yes! I finally did something! This is a picture I drew of what I wish I looked like; I hope that you guys like it!
Finished that egg-sitting mini-game I mentioned here a couple weeks back. Now to fix the weather system so it doesn't rain indoors while you're playing it. >.> A simple fix in itself; leave it to me to take it as an excuse to completely revamp the time/weather/lighting system from scratch.
I'm really tempting to pre order cyberpunk 2077... should I do it or not :/ I really want to play the game but don't want to take a big hit to my saving because of it

Forum statistics

Threads
105,485
Messages
1,014,101
Members
137,138
Latest member
DawnStar
Top