Having trouble with YED - Sideview Battler

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killerfer

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I updated my Yanfly plugins and now YED - SideviewBattler doesn't work. Since the plugin need YEP - Animated Sideview Enemies, I think one of the last updates for it may be the cause.


Here the plugins in case anyone need:


https://github.com/suppayami/yami-engine-delta/blob/master/build/SideviewBattler/YED_SideviewBattler.js


http://yanfly.moe/2015/10/10/yep-3-battle-engine-core/


http://yanfly.moe/2015/10/12/yep-5-action-sequence-pack-2/


http://yanfly.moe/2015/12/13/yep-44-animated-sideview-enemies/


I'm attaching the battler I'm using and the configuration.

<Sideview Battler: morcego>


<Scale Sprite: 150%>


<Sideview Height: 50>


<Sideview Idle Motion: wait>


<Sideview Battler Frames: 4>


<Sideview Battler Size: 64, 64>


<Sideview Battler Motion>


Name: walk


Index: 8


Loop


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: wait


Index: 0


Loop


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: chant


Index: 1


Loop


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: guard


Index: 1


Loop


</Sideview Battler Motion>


<Sideview Battler Motion: damage, 3>


<Sideview Battler Motion: evade, 1>


<Sideview Battler Motion: thrust, 6>


<Sideview Battler Motion: swing, 4>


<Sideview Battler Motion: missile, 6>


<Sideview Battler Motion: skill, 10>


<Sideview Battler Motion: spell, 7>


<Sideview Battler Motion: item, 7>


<Sideview Battler Motion>


Name: escape


Index: 9


Loop


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: victory


Index: 10


Loop


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: dying


Index: 2


Loop


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: abnormal


Index: 2


Loop


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: sleep


Index: 12


Loop


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: dead


Index: 12


Loop


</Sideview Battler Motion>


<Sideview Show Shadow>


<Float>


<Floating Rate: 0.1>


<Floating Height: 10>


btw @Archeia it does work fine for actors, but not for enemies, maybe that's why yours ir working?

morcego.png
 

ashikai

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When you say "doesn't work" what exactly is happening? Are you getting an error? A weirdly drawn battler? A non-animated battler? No battlers at all? S'kinda hard to help without a little more information.
 

killerfer

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@ashikai


hello, don't know why I didn't get a notification when you answered =/


I get a sprite that doesn't stay in place. When it's supposed to stay still (idle) it keeps moving back and forth in the screen. When it attacks, it goes offscreen.


btw @Archeia it does work fine for actors, but not for enemies, maybe that's why yours ir working and mine not?
 

killerfer

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@Archeia Can I have your notetag configuration, please? That way I can be sure if it's my mistake.
 

Archeia

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Here's where you are missing information.

<Sideview Battler: morcego>


<Scale Sprite: 150%>


<Sideview Height: 50>


<Sideview Idle Motion: wait>


<Sideview Battler Frames: 4>


<Sideview Battler Size: 64, 64>


You need to have something like this set up:

<Sideview Battler Size: 64, 64>


<Sideview Width: 256>


<Sideview Height: 896>
 

killerfer

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Here's where you are missing information.


You need to have something like this set up:
Hmm so that's what's causing the bug. I never needed those tags before I updated the plugins.


While it does make the battler animate fine if I set those tags, it causes other problems. By setting the width and height of the full sheet, yanfly plugin makes the hitbox of the battler that size, so my 64px height battler have a hitbox of 896px. That makes the icon of the status go offscreen, the status overlays, as well as the points for the movements of the action sequence plugin (for example if I do yanfly's "Penta slash" I go offscreen when my actor targets the enemy front head or back head ;_; ) . The same goes for his width, he never touches the other actors/enemies because the game thinks he is larger.


I think the only solution is YED's plugin to be updated to adress the changes yanfly made with YEP - Animated Sideview Enemies.


Maybe a notetag <Sheet width: x> and <Sheet height: x> would solve it.


Thanks a lot @Archeia


I hope @Dr.Yami helps me :)
 

Archeia

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@killerfer That shouldn't happen? I have no idea what's going on with your project. Yami and I are super busy with our Omori project right now so there's a small chance he'd be able to help.
 

ashikai

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I dunno if that hitbox thing is an issue with YED Sideview though... I mean,I'm using it AND YEP Animated Sideview Enemies and that issue never occurs in my project. There's gotta be something else that's causing it.


Make a blank/new project with only the bare bone plugins (Animated Sideview Enemies, Sideview Battlers and then maybe battle core) so that they can all function properly and try recreating your issue there.
 

LadyBaskerville

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Chiming in with the same problem as @killerfer I'm replicating it in Himeworks' Super Small Debug Demo with just the Battle Engine and Animated Sideview Enemies (both required) as additional plugins. Adding the Action Sequence plugins (packs 1 and 2) does make it worse, but the state icons are already displayed incorrectly with only those three plugins.


Screenshots and configuration below.

Enemy battler sheet:


simpleSV.png


Enemy Configuration:

Code:
<Sideview Battler: simpleSV>
<Sideview Battler Frames: 3>
<Sideview Battler Size: 64, 64>
<Sideview Width: 192>
<Sideview Height: 256> 

<Sideview Battler Motion>
Name: walk
Index: 0
Loop
</Sideview Battler Motion>


Plugin List (all just re-downloaded):


Plugins.png


Poison state inflicted on all actors and enemies (without Action Sequence Packs):


StateIcons1.png


Poison State with Action Sequence Packs - now the state animation is displayed on top as well:


StateIcons2.png



If anybody knows what we are doing wrong, please tell. The only issue I can think of right now is that the Debug Demo might not be updated to the current RPG Maker version - I'll update it now and come back with the results.


EDIT: Updating the project to 1.3.4 did not solve the problem, either. If anybody wants to look into the project themselves, here it is (Download size ca. 1 MB): https://drive.google.com/open?id=0Bzg5Egy_d-RoMGJFdVRkb0VRR2c


To see the problem in action, just start the game and talk to Therese.
 
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ashikai

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I would like to amend my previous statement with the results of my bug hunting (cuz I found the problem).


Turns out, YED_SideviewBattles is NOT COMPATIBLE with YEP_X_ActSeqPack2 v1.11. Everything works normally and as expected so long at ASP2 isn't being used, that includes the proper hitbox sizes and correct state behavior.


I'm digging through the plugin files in an effort to locate where the htibox is being drawn. I figure if I can at least find where the hitbox sizes are conflicting, it result in a faster/easier fix ;w;
 

ashikai

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I figured it ouuuuuuuut!
(sorry for double posting but it's been like a month and I wanted to bump the thread and edits don't do that)

Chiming in with the same problem as @killerfer I'm replicating it in Himeworks' Super Small Debug Demo with just the Battle Engine and Animated Sideview Enemies (both required) as additional plugins. Adding the Action Sequence plugins (packs 1 and 2) does make it worse, but the state icons are already displayed incorrectly with only those three plugins.
Hokay, so like at random I found something that works and (like 90% of the issues I try to debug) it has nothing to do with what I hypothesized before. Yay science.

To fix the hitbox size of your enemy (which will reposition the states) you have to set the SIDEVIEW WIDTH and SIDEVIEW HEIGHT to the size of THE FRAME... not the whole battle sheet.

Like so: (this battler has individual frame sizes of 120px x 120px)
<Sideview Battler Size: 120,120>
<Sideview Width: 120>
<Sideview Height: 120>

Gotta define both! Not sure why this works because it's different from what you have to do for the ACTORS, but yay!
 

LadyBaskerville

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Unfortunately, while it fixes the hitbox problem, setting the Sideview Width and Sideview Height tags to the size of the frame instead of the sheet for me causes the problem @killerfer described earlier to reappear: the enemy graphic doesn't animate in place, but skips forward.* (It also happens with all the Action Sequence plugins turned off, so it shouldn't be a compatability issue.)

Do you have (or could you create) a working project which you can upload somewhere for us to take a look at it?

*EDIT: To be more precise, the graphic starts moving forward from frame 3 onwards, I believe in steps corresponding to the frame's width:
 
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ashikai

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You know, I still haven't been able to replicate that scrolling animation thingy. Below is what I see (big gif, wait for it to load):


The enemy has the following in their notebox:
(the passive state is calling the poison status)
Code:
<Passive State: 16>
<Sideview Battler: sam-battler>
<Sideview Battler Frames: 10>
<Sideview Battler Speed: 9>
<Sideview Battler Size: 120,120>

<Sideview Width: 120>
<Sideview Height: 120>

<Sideview Battler Motion>
Name: Walk
Index: 0
Frames: 4
Loop
</Sideview Battler Motion>

Note that the ACTOR on the right and the battlers on the left are using the exact same sheets. The Actor's notebox looks like this:
Code:
<Sideview Battler: sam-battler>
<Sideview Battler Frames: 10>
<Sideview Battler Speed: 8>
<Sideview Battler Size: 120,120>

<Sideview Battler Motion>
Name: Walk
Index: 0
Frames: 4
Loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: PreAttack
Index: 8
Frames: 10
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Missile
Index: 6
Frames: 1
loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Damage
Index: 4
Frames: 1
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Guard
Index: 3
Frames: 1
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Skill
Index: 7
Frames: 1
loop
</Sideview Battler Motion>
I'd send you my project but it's full of a LOOOOT of stuff as I'm testing out an isometric game; idk how much help it'd be for you.

I'm actually REALLY confused now because I tried your test project you sent and I cannot get even my own battlers and notetags to work in there... On the other hand, your battlers and notetags work fine in my project.... But I have like, a toooooon of plugins so god knows what's affecting what. I'll PM you my test project you can play with.

[EDIT]
For those of you looking for the fix, @LadyBaskerville figured it out. Aparently my game files are for MV 1.3.1, and hers were for 1.3.4. Not sure exactly what line of code or file is causing the issue, but downgrading your project to 1.3.1 fixes the enemy animation issues. :kaoswt:
 
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LadyBaskerville

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Well, I've now narrowed it down to one of the updates between 1.3.1 and 1.3.3, (with the only changes between projects being in the RPG*.js files, libs folder and index.html). Since apparently there were no changes in the RPG*.js files from 1.3.2 to 1.3.3 (according to Yanfly's changelog; also the changelog on the 1.3.3 update thread links to Yanfly's changelog for 1.3.2), I'm quite sure that it was the 1.3.2 update that broke it. If I had to guess at the exact cause, I would suspect it was the changes to the Sprite class in rpg_core.js, specifically the change from offset to pivot - unfortunately, I have neither the skills nor the time to delve any deeper into this and provide an actual fix.

So I'm afraid I have to ask: @Dr.Yami , are there any plans to update the plugin so that it works with the newer versions of MV? @Archeia already said you were very busy at the moment, and I understand if you don't have the time :) I would just like to know whether we should wait for a plugin update or instead ask for a fix by somebody else in Plugin Requests.
 

ashikai

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Well, I've now narrowed it down to one of the updates between 1.3.1 and 1.3.3, (with the only changes between projects being in the RPG*.js files, libs folder and index.html). Since apparently there were no changes in the RPG*.js files from 1.3.2 to 1.3.3 (according to Yanfly's changelog; also the changelog on the 1.3.3 update thread links to Yanfly's changelog for 1.3.2), I'm quite sure that it was the 1.3.2 update that broke it. If I had to guess at the exact cause, I would suspect it was the changes to the Sprite class in rpg_core.js, specifically the change from offset to pivot - unfortunately, I have neither the skills nor the time to delve any deeper into this and provide an actual fix.

So I'm afraid I have to ask: @Dr.Yami , are there any plans to update the plugin so that it works with the newer versions of MV? @Archeia already said you were very busy at the moment, and I understand if you don't have the time :) I would just like to know whether we should wait for a plugin update or instead ask for a fix by somebody else in Plugin Requests.
Yanfly updated animated sideview enemies last week, so I'd try that first.
 

LadyBaskerville

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Thanks for the heads-up! I've updated Animated SV Enemies to 1.17 - still the same, though.
 

ashikai

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Nuts. He mentioned that he was adjusting the plugin so actors and enemies were more similar in behavior. I was hoping that would help. =T
 

mathius789

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Thanks for the heads-up! I've updated Animated SV Enemies to 1.17 - still the same, though.
Try removing your troop that you're testing and remove everything out of the existing enemy notetag (cut it don't delete) for those troops. Then save your project. Go back in and re-add the notetag back to the enemy or enemies in your troop and recreate the troop. It's dumb, but it works. Anytime I have removed the plugin for YED or turned it off, YEP causes it to not work again even if you delete the file and readd. For whatever reason, the method I described above works for me.
 

ashikai

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@mathius789 Turns out the issue is because some MV core updates caused some weird incompatibilities. I've got a fixed version of the plugin if you want it. :)
 
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