RMMZ MoveAnime2.js for MZ

KenSoulslayer

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Can you explain what exactly it does for us non Japanese readers?

The images were not the self explanatory
 

gothicvoid

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(Ver 1.1 Fixed a bug that the start point shifts when the animation display position is set to "Overhead" and "Center")
New function 1 In addition to the method of entering the movement setting in the skill memo field, also with the script command I made it possible to set.
This makes it possible to skip animations displayed by commands other than skills, and I think that there is almost no conflict with other plugins.

New feature
You can now skip animations in 2 fields.

New Feature 3
The start position of the animation can now be specified not only by the skill user but also by the coordinates.

Last edited user Trb on Monday, July 04, 2016 22:49 [First edit]

Sounds like it works similar to Yanflys Sprite Offset but for skills. Not sure if Vis team did that one or not, or if it can be applied here....i haven't kept tabs.
 

KenSoulslayer

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(Ver 1.1 Fixed a bug that the start point shifts when the animation display position is set to "Overhead" and "Center")
New function 1 In addition to the method of entering the movement setting in the skill memo field, also with the script command I made it possible to set.
This makes it possible to skip animations displayed by commands other than skills, and I think that there is almost no conflict with other plugins.

New feature
You can now skip animations in 2 fields.

New Feature 3
The start position of the animation can now be specified not only by the skill user but also by the coordinates.

Last edited user Trb on Monday, July 04, 2016 22:49 [First edit]

Sounds like it works similar to Yanflys Sprite Offset but for skills. Not sure if Vis team did that one or not, or if it can be applied here....i haven't kept tabs.

Based on what I can make of it, it seems to be made to edit the starting point and offsetting it, if so, VisuStella Core(0) as this functionality, with notetags
Code:
<Head>
<Foot>
<Anchor: X, Y>
<Offset: X, Y>

I suggest going to their wiki and checking if that's what you need here

Ofcourse it has a ton of other QOL features as well, so if you like it download their sample pack which has all the core plugins available for free
 

seaotter

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Based on what I can make of it, it seems to be made to edit the starting point and offsetting it, if so, VisuStella Core(0) as this functionality, with notetags
Code:
<Head>
<Foot>
<Anchor: X, Y>
<Offset: X, Y>

I suggest going to their wiki and checking if that's what you need here

Ofcourse it has a ton of other QOL features as well, so if you like it download their sample pack which has all the core plugins available for free
You can throw the animation directly in the direction of the enemy
And it's easy to use

剪貼簿-1.png


VisuStella Core ,it is so big and hard to use ...

this plugin is great to easy use.
 

KenSoulslayer

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You can throw the animation directly in the direction of the enemy
And it's easy to use

View attachment 169909

You can do the same thing in VisuStella Core in the enemy tags

VisuStella Core ,it is so big and hard to use ...

this plugin is great to easy use.

You don't have use the whole thing, it's small and you can just use the animations tags sections (which I hyperlinked above) if you want.

I don't think people would be willing to make something that already exists unless someone already made such a plugin for MZ, for which I suggest checking the plugin list here
 

seaotter

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I seriously tested your method
You can do the same thing in VisuStella Core in the enemy tags

You don't have use the whole thing, it's small and you can just use the animations tags sections (which I hyperlinked above) if you want.

I don't think people would be willing to make something that already exists unless someone already made such a plugin for MZ, for which I suggest checking the plugin list here
I seriously tested your method VisuStella Core just do Animation offset

And the plugin I showed

He threw out the animation

Can you understand the difference?

The animation will be thrown out of the protagonist’s place.

That's really different

I suggest you install this plugin in MV first
Then test him...
Thank you
 

Weremole

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The Visustella notetags just shifts the anchor on the target sprite. I think we'll have to wait for an update of the Battle Sequence Impact plugin whose MV version had the projectile stuff.
 

seaotter

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The Visustella notetags just shifts the anchor on the target sprite. I think we'll have to wait for an update of the Battle Sequence Impact plugin whose MV version had the projectile stuff.
The Visustella notetags just shifts the anchor on the target sprite
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

You are right !
 

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