layer order of skill animation

doranikofu

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maybe I missed something but I noticed that when playing skill animation in SV battle, the animation is always above all battlers (which does not make much sense)

for example:

QQ截图20151208144706.jpg

supposedly the fire should be behind the bottom enemy sprite, but is showing above everything.

I heard there is no easy global z axis control in MV, but this is more like a ‘bug' for displaying skill animations.

I was trying to add shadow to the enemy and encountered similar issues. For actors, the shadow and actor image were drawn in order with addchild function but the enemy sprites do not have that structure natively.

Is there going to be a plugin/update to solve this? Looks like the structure of the battler image/animaition scripts need to be changed to show everything correctly?
 

Hello World

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Is it happening to all enemies or only the minotaur?
If it's only happening to minotaur, maybe there's something wrong with the axis
And, have you try using plugin? I used yanfly plugin and it fix some issues in the SV Battle system.
Hope I helps
 

doranikofu

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Is it happening to all enemies or only the minotaur?

If it's only happening to minotaur, maybe there's something wrong with the axis

And, have you try using plugin? I used yanfly plugin and it fix some issues in the SV Battle system.

Hope I helps
I'm just picking a big sprite for testing. It is the same for everything. Do you not have the problem?

if you layer the battler sprites like this you always get this display problem, unlike older RM where the animation's z axis is tied up to the battler (except for full screen animation).

one way to get around is to addchild the animation like this:

Sprite_Battler.prototype.setupAnimation = function() { while (this._battler.isAnimationRequested()) { var data = this._battler.shiftAnimation(); var animation = $dataAnimations[data.animationId]; var mirror = data.mirror; var delay = animation.position === 3 ? 0 : data.delay; this.startAnimation(animation, mirror, delay); for (var i = 0; i < this._animationSprites.length; i++) { var sprite = this._animationSprites; sprite.visible = this._battler.isSpriteVisible();//add child for animation to control z axis if (animation.position < 3) { this.addChild(sprite); }; } }};I tested it and it works nicely for actors, but the enemies have the axis totally off. I think one way around is to use SVE enemy structure. Does any one have better ideas?
 

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I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
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