Having trouble with YED - Sideview Battler

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Selos

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I would love to have that updated plugin. still having problems with the states. goes back to normal as soon as i disable action pack 2.
 

deathsia

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Sorry to necro a thread but since making my own didn't yield any results, i'll copy and paste my post from that thread to here in desperate hope for some assistance.

Basically I want to use this plugin but I literally have no idea how to make it work so I'm just going to ask this outright and hope someone gives me the help I need.

I need a template for a sideview battler sprite sheet with the following specs:

Each frame is 96x96px

There are a maximum total of 9 frames per pose(ex: attack animation has 9 frames)

I intend to use all of the following poses:

walk wait chant guard damage

evade thrust swing missile skill

spell item escape victory dying

abnormal sleep dead

------------

Basically I need the dimensions of the sheet needed for this setup so it plays the animations correctly in game as well
as how to use this config setup in my actor's notebox:

<Sideview Battler Motion>

Name: NAME

Index: INDEX

Loop

Frames: X

Speed: Y

</Sideview Battler Motion>

I have no idea how to use this plugin so I would be most grateful if people could help me with this.

Edit: Also some information on where which set of frames would go in the sheet would also be very helpful as idk where to place them.
 

Arise

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I run into similar issues described in the previous posts and similar topics with the YED_SideviewBattler.js plugin.

I tried to understand why it animated badly and I've found a couple of issues.
First, the line:
Code:
this.setFrame(cx * cw, cy * ch, cw, ch);
must be removed from Sprite_Enemy.prototype.updateSideviewFrame function. Don't know exactly why, didn't delved further, but it is also commented out in YEP_X_AnimatedSVEnemies.js which we are expected to override.


Second, I've noticed that inside this function from YEP_X_ActSeqPack2.js:
Code:
BattleManager.actionMoveX = function(mover, targets, value)
there is a call to: target.spriteWidth(); which seems the return the total height of the Spritesheet (the whole image) and not not the width of the frame animation. (This will make the attacker jump out of the screen when using action sequences, because the target location is considered at a different point).

As a solution, I've added below code in the Game_Battler section (at the end) of YED_SideviewBattler.js. Not sure if this the right solution or if this creates other issues, but for now I think it works for me.

Code:
    var _Game_Battler_spriteWidth = Game_Battler.prototype.spriteWidth;
    Game_Battler.prototype.spriteWidth = function() {
     
        if (this.isSideviewBattler()) {
            if (Imported.YEP_X_AnimatedSVEnemies) {
                    var frameSizes = this.getSideviewSizes();
                    var cw = frameSizes[0];
                    return cw;
            }
        }
        return _Game_Battler_spriteWidth.call(this);
    };
 
    var _Game_Battler_spriteHeight = Game_Actor.prototype.spriteHeight;
    Game_Battler.prototype.spriteHeight = function() {
        if (this.isSideviewBattler()) {
            if (Imported.YEP_X_AnimatedSVEnemies) {
                    var frameSizes = this.getSideviewSizes();
                    var ch = frameSizes[1];
                    return ch;
            }
        }
        return _Game_Battler_spriteHeight.call(this);
    };
 
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ashikai

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@Arise Did you try this out on my modified version of the script? Or the original? I'd love to give this a test run!

Also, @deathsia , you might want to look at this thread: https://forums.rpgmakerweb.com/index.php?threads/having-trouble-with-yed-sideview-battler.72994/#post-724030

Should help out a bit. Also make sure you're using the adjusted plugin I posted earlier in the thread as it has compatibility fixes for RMMV1.3+. The old version doesn't work at all with 1.3+, so it's a must. o3ob
 
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Arise

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@ashikai: I don't know which one is the the script you changed.

If you are talking about only removing the line
Code:
this.setFrame(cx * cw, cy * ch, cw, ch);
then, yes... I've done this change.

I'm using the plugin on MV 1.5.1.
 

Arise

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Yes, I have that change. Is about removing
Code:
this.setFrame(cx * cw, cy * ch, cw, ch);
Because that line no longer exists in the YEP_X_AnimatedSVEnemies.js either (commented out).

But that is not the only change that must be done, there are more, because as it is now it seems that sequences won't work properly when moving the team members around the battlers, because the battlers frame is much bigger, the code is considering the whole spritesheet file width and height, not only a single frame.
 

SoulSpark

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This thread is very confusing to me because I don't understand scripting or plugin language, did anyone actually figure out the problem and how to fix it? I'm currently having the same problem when increasing my battler sheet, the animation box expands up into planetary orbit.
 

Arise

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I understand a bit of scripting/programming language, but I don't feel ok and I don't want to continue/maintain plugins from other people in my own name.
Plugins requires a bit of organized style of writing and maintaining the code, there are many case scenarios that must be considered, and I don't have the time, experience and neither the will to make plugins.
So I can only explain what the problem is, and provide a couple of suggestion on how to fix "some parts" of the code, people will have to read info and source-code I have provided and make their own patches or improve on my code.
 

Noeleon02

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So... I am having a problem with the sideview battler because it is keep saying how height is undefined when i put in the height, any suggestions?
 

Arise

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You need to provide more info, I could try to help.
 

Andar

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So... I am having a problem with the sideview battler because it is keep saying how height is undefined when i put in the height, any suggestions?
Please make a new topic for your problem, don't hijack unrelated topics.
That said, the solution for this error message has been posted in dozens of other topics where it is described: you need to update your project files (updating the editor does NOT update your project files).
 

Noeleon02

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nevermind i got it and yeah yeah i understand
 

Lerisuccubus

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I too would like a solution to the sprite moving problem. I made the change with the width/height defined, works perfect for the actors, never a problem there, but the enemies move around the screen when they shouldn't. Turning off any of the action sequences do nothing.

EDIT: Dang, sorry. I must've missed it when I was stressing out over this problem. The updated plugin provided above by ashkai fixed the frame problem. Wow me. Well, at least I can say that this solves my problem, sorry for posting :/
 
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ashikai

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@Lerisuccubus Hey, it's all good. There may come a time where something in my modified version breaks, so it'd be good to know about it when that happens too. :)
 

Katrick12

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<Sideview Battler: Harold>

<Sideview Battler Frames: 9>

<Sideview Battler Speed: 6>



<Sideview Battler Size: 88, 154>



<Sideview Battler Motion>

Name: Walk

Index 0

Frames: 8

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Evade

Index 1

Frames: 13

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Evade

Index 2

Frames: 17

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Spell

Index 3

Frames: 5

Loop

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Victory

Index 3

Frames: 5

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Chant

Index 3

Frames: 5

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Abnormal

Index 4

Frames: 8

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Wait

Index 5

Frames: 9

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Thrust

Index 6

Frames: 12

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: item

Index 7

Frames: 1

Loop

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Sleep

Index 8

Frames: 2

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Dead

Index 8

Frames: 2

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Dying

Index 8

Frames: 2

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Swing

Index 9

Frames: 6

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Escape

Index 10

Frames: 12

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Guard

Index 11

Frames: 3

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Missile

Index 12

Frames: 8

</Sideview Battler Motion>



<Sideview Battler Motion>

Name: Damage

Index 13

Frames: 4

</Sideview Battler Motion>

I'm also having a problem with the plug in, I turned off all the 3 action sequence packs, but it still doesn't work, can someone help me out?
 

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slimmmeiske2

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@Katrick12, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.


Please make a new thread, instead of hijacking this one.

Closing this.

 
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