[help] Moving enemy sprites in sideview Combat

Klunky2

Veteran
Veteran
Joined
Jul 2, 2017
Messages
118
Reaction score
4
First Language
german
Primarily Uses
RMMV
Hello,

I would like to move enemy sprites in the sideview combat. For example an enemy uses a skill and attacks you from behind. Don't want simple attack animation. I want to move the sprite itself.
Rumors tell that this is possible with the "YEP.44 - Animated Sideview Enemies" plug-in but on the video it isn't showcased, just some fancy animations which are cool but I also would consider just "fluff" compared to moving sprites on the screen. If I look up the documentation, I couldn'T find any option to move enemies. At the same time it looks like all these options are only available in enemy context, which wouldn't work for my puposes anyway.

I can't be the first one with such a problem aren't I? Is there an easy method to make it done?
 

TSR

The Northern Frog
Veteran
Joined
Nov 14, 2019
Messages
279
Reaction score
244
First Language
French
Primarily Uses
RMMV
Hello, what you need is YEP_BattleEngineCore + YEP_X_ActSeqPack2.js
 

Klunky2

Veteran
Veteran
Joined
Jul 2, 2017
Messages
118
Reaction score
4
First Language
german
Primarily Uses
RMMV
Hello, what you need is YEP_BattleEngineCore + YEP_X_ActSeqPack2.js
Well I looked it up before, but it seems like that Action Sequence Pack 2 only focuses on battler movements, there are seemingly no actions for enemies. The showcase video also doesn't show any enemy movements and focuses only on battlers. In the documentation, I only find the term "battler" but not enemy.

Can you explain further which features of the plug-in would help me in this regard?
 

TSR

The Northern Frog
Veteran
Joined
Nov 14, 2019
Messages
279
Reaction score
244
First Language
French
Primarily Uses
RMMV
Hi again. Battlers stand for both Actors and Enemies in Battle context.

Like if you put an action sequence notetag like this in your regular Attack skill:
Code:
<target action>
  move user: target, front base, 20
  action animation: target
  action effect: target
</target action>
User will refer to the Enemy battler when skill is used by an enemy and refer to actor when it's the other way around.
 
Last edited:

Klunky2

Veteran
Veteran
Joined
Jul 2, 2017
Messages
118
Reaction score
4
First Language
german
Primarily Uses
RMMV
Ah yes that works and simultaniously solves my other problem. Many thanks.

My other problem was that the "<target action>" notetag, wasn't interpreted at all or it was my "attack animation: target" i'm not sure why it worked now, but after I copied your code it immediately work. Could it be that something like than can happen when anywhere a blank too much is in the notetag? Can't check it out anymore it was very frustrating.

Good to know the terminology now, thought battler was always the animated sideview actors. xd
 
  • Like
Reactions: TSR

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ

I've moved this thread to JS Plugin Requests. Please be sure to post your threads in the correct forum next time. Thank you.

 

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

Latest Threads

Latest Posts

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,472
Members
137,822
Latest member
madelbylz
Top