Ashfell

Veteran
Veteran
Joined
May 31, 2017
Messages
103
Reaction score
33
First Language
english
Primarily Uses
RMMV
Ok I got the plugin setup but I cant seem to get it to work what am I doing wrong
My files names

$ xeo(f6)
$ xeo_idle (f16)
$ xeo_dash (f6)
$ xeo_jump (f6)

And when I start the game I get an error % 24xeo_idle not found

Anyone know what im doing wrong
 

ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
4,873
Reaction score
1,872
First Language
Dutch
Primarily Uses
RMMV
1st it should be $xeo_jump(F6) (no spaces, and capital F instead of lower f.
read teh helpfile carefully. Everything is explained in there. (as well in the master demo
if you check the file names there how its done.
 

Ashfell

Veteran
Veteran
Joined
May 31, 2017
Messages
103
Reaction score
33
First Language
english
Primarily Uses
RMMV
1st it should be $xeo_jump(F6) (no spaces, and capital F instead of lower f.
read teh helpfile carefully. Everything is explained in there. (as well in the master demo
if you check the file names there how its done.
Well the spaces were just a typo I added but if the entire problem is just because I didn't capitalize the f im going to feel really dumb spent an hr last night trying to figure this out
 

ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
4,873
Reaction score
1,872
First Language
Dutch
Primarily Uses
RMMV
in case you use $Xeo_jump(Fx) than use captital there too. in case the filename is PNG, make sure to make it png.
but the master demo have every file and you can check how its done.

if you dont know portugees, use google translator to get it rough translated.
but most of his plugin are pretty much forward how to use it.

there are more that make a tiny mistake from lower case to capital letter.
especially in javascript they use Var instead of var, so you know how powerfull 1 tiny letter can do ^^
 

Ashfell

Veteran
Veteran
Joined
May 31, 2017
Messages
103
Reaction score
33
First Language
english
Primarily Uses
RMMV
nope still not working giving me the same error and i even made it identical to the menu

$ xeo(F6).png
$ xeo_IDLE(F12).png
$ xeo_DASH(F6).png
$ xeo_JUMP(F6).png

Untitled-4.png
 

ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
4,873
Reaction score
1,872
First Language
Dutch
Primarily Uses
RMMV
make a dumplicate of the $xeo_idle(F12) and remove the (F12) entirely.
making a 3 x 4 character, and see if that helps, than there might be a plugin order mistake
or a compability issue where somewhere below your other plugins use (Fx) part as well.

if that is not the case, do you use any other plugins to characters related?
and jump, idle, dash, pick are all lowercase btw =)
 

Ashfell

Veteran
Veteran
Joined
May 31, 2017
Messages
103
Reaction score
33
First Language
english
Primarily Uses
RMMV
Oh I know idle Dash and jump are lowercase but after lowercase didn't work I tried uppercase just to make sure because in the readme file his example showing in uppercase

And I have no plugins that deal with character movement or frames or anything else

I've even move this from the bottom of the plug-in list to the top of the plug-in list and made no difference and even tried other spots in between the top and bottem no luck

Guess my next step is to start a new project and test it there
 

Ashfell

Veteran
Veteran
Joined
May 31, 2017
Messages
103
Reaction score
33
First Language
english
Primarily Uses
RMMV
weird started a new project and it still gives me the same error wonder if the plugin is now broken
 

ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
4,873
Reaction score
1,872
First Language
Dutch
Primarily Uses
RMMV
I will take a look later, you can strip the project down, and send a link in a DM, so I can check where the problem is for you.

EDIT:

I test some work around it and I found out your problem.

if you read the help file, it say:

FILENAME + _JUMP.png (this says the filename when character jumps)

FILENMAME + (F + Number_of_frames) (example Actor1(F4)
this make use the character with x frames on them.

what I notice is that you CAN NOT use _jump(F+ Number_of_frames)
example: Actor1_dash(F5).png

in order to make that work, you need someone to modify the plugin
to use it together.

FileName + _jump.png (in your case) has 3 frames, which is default for MV
and F3 on this is not needed, everything above does.

the naming further is correct, but idk why it says %24 though.
but I cant help you further on this issue, either remove
the filename + (F+Number_of_Frames) or use it without _dash/jmp/idle.
 
Last edited:

Restart

Veteran
Veteran
Joined
Mar 15, 2019
Messages
848
Reaction score
716
First Language
English
Primarily Uses
RMMV
I believe you can do it like this:

hero(f4).png
and
hero(f4)_idle.png

but that does require all your hero animations to have the same framecount.

since there aren't that many sprites that you need to have idle poses for, you can always do something like overriding the idle pose from this

Code:
//==============================
// * Set Idle Pose
//==============================
Game_CharacterBase.prototype.setIdlePose = function() {
   this._poses.idle[3] = true;
   if (this._poses.idle[4] === null) {this._poses.idle[4] = this._stepAnime};
   this._stepAnime = true;
   if (this.isDiagonalIdlePose()) {
      return this.setDiagonalIdlePose();
   } else {
      return this._originalName.name + "_idle";
   };
};
to
Code:
//==============================
// * Set Idle Pose
//==============================
Game_CharacterBase.prototype.setIdlePose = function() {
   this._poses.idle[3] = true;
   if (this._poses.idle[4] === null) {this._poses.idle[4] = this._stepAnime};
   this._stepAnime = true;
   if (this.isDiagonalIdlePose()) {
      return this.setDiagonalIdlePose();
   } else {
      if (this._originalName.name = "hero(f4)")
      {
      return "hero(f5)_idle";
      }else{
      return this._originalName.name + "_idle";
      }
   };
};
And just hardcode the darn thing. Untested but should probably only have one or two horrible bugs.
 

Latest Threads

Latest Posts

Latest Profile Posts

I have been enjoying a game on my iPhone, called Wonderbox. It is just a little game where you create adventures, share them, whilst also being able to play others. It's a bit zelda-esque. I have started some youtube for those, gonna start with RPG maker things soon as well. So if you wish to see, do check it out :)
SF_People3_3 added!
index.php

ScreenShot_1_3_2022_1_32_12.png
I feel QSprite for MV is underrated. I basically am able to use my chibi sideview battlers I drew on the maps and have all the motions available. this'll help a lot with cutscenes.
I've figured out how to reasonably tall-ify chibi sprites on my editor. I like that making tall sprites gives me control on expressing how tall characters seem on the field relative to each other as well as better differentiate adult sprites from child sprites.
doing some wacky experimental stuff in MV right now :kaoluv: I cannot wait to drop what I've been working on

Forum statistics

Threads
118,565
Messages
1,116,987
Members
155,609
Latest member
arafat
Top