Prescott

argggghhh
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I'm willing to pay for this plugin so if that's what you require for it please PM me with your price. Regardless, this plugin should be usable by everyone for free.

Hey there, I am using this plugin: https://www.makerdevs.com/plugin/portraits
It adds portraits to the front view battle screen.

I'm also using YEP Battle Engine Core but I don't know if that matters too much for this request, it's mainly with the first one.

I'm looking for a supplementary plugin that will allow animations to show up on the player's portrait whenever enemies use attacks or skills. With the enemies just using skills and it only playing the sound instead of an animation to go along with it, the battle looks so bland and I'm kind of surprised there hasn't been something like this made so far.

For a visual representation of what I'm requesting, witness my amazing Paint skills:
1611580081231.png

For skills that take up the screen, it should take up the whole screen still.

Thank you for looking at my request.
 

Dopan

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there is a plugin from galv that allows animations on Images (img can be empty..)

if that plugin doesnt solve your needs , you can also try this one instead:
---

so if you got a way to allways know the x y coordinates of the related Player portrait, than you could use that to make it happen..
 

ShadowDragon

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@Dopan it's for frontview battle system, so map animation wont work,
as well for picture anitmation (low chance).

I dont think it has battle system in it, if not, it will not work :)

@Prescott the idea is nice, but I dont know exacly know what you mean.
However, I know MOGhunter has a front view battle to change the image when
hurting or when hurt to change the image.

if the animation is on the image itself for dmg it, than I dont know if it exist yet.
 

MechPen

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Getting the animations in front of the UI bar is the tricky part. Otherwise one could just use 80% of the sideview code and just make the actor sprites invisible.


Here's a short proof of concept.
Code:
Sprite_Actor.prototype.updateBitmap = function() {
    Sprite_Battler.prototype.updateBitmap.call(this);
    var name = this._actor.battlerName();
    if (!$gameSystem.isSideView()) { name = "";}
    if (this._battlerName !== name) {
        this._battlerName = name;
        this._mainSprite.bitmap = ImageManager.loadSvActor(name);
    }
};

Sprite_Actor.prototype.createShadowSprite = function() {
    this._shadowSprite = new Sprite();
    this._shadowSprite.bitmap = $gameSystem.isSideView() ?  ImageManager.loadSystem('Shadow2') : new Bitmap(2, 2);
    this._shadowSprite.anchor.x = 0.5;
    this._shadowSprite.anchor.y = 0.5;
    this._shadowSprite.y = -2;
    this.addChild(this._shadowSprite);
};

Sprite_Actor.prototype.damageOffsetX = function() {
    return $gameSystem.isSideView() ? -32 : 0;
};

Game_Actor.prototype.isSpriteVisible = function() {
    return true;
};


Sprite_Actor.prototype.setActorHome = function(index) {
    var xstartLeft = 172;
    var xOffset = 150;
    this.setHome(xstartLeft + (index * xOffset), 448);
};

Sprite_Actor.prototype.updatePosition = function() {
    this.x = this._homeX;
    this.y = this._homeY;
};


Sprite_Weapon.prototype.loadBitmap = function() {
    var pageId = Math.floor((this._weaponImageId - 1) / 12) + 1;
    if (pageId >= 1 && $gameSystem.isSideView()) {
        this.bitmap = ImageManager.loadSystem('Weapons' + pageId);
    } else {
        this.bitmap = ImageManager.loadSystem('');
    }
};
 
Last edited:

Prescott

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Sorry for the late response.

Getting the animations in front of the UI bar is the tricky part. Otherwise one could just use 80% of the sideview code and just make the actor sprites invisible.

code
I don't mind too much if the animations are displayed behind the UI, it's just that I want some sort of visual feedback instead of it all just being explained in text. I tried doing a little workaround after my original post where I enabled the option to use side view battlers on top of front view in YEP_BattleEngineCore and then left the actor SV sprites blank, which almost worked but the spacing was slightly off so I'd have to figure out how to change that.

I'll try your code and see how it works! It looks like editing the spacing shouldn't be too hard just taking a quick glance at it. I'll let you know how it goes, thank you!

@MechPen it did indeed work! Thank you! I'm just trying to get the offsets as perfect as possible right now, but other than that it does the trick, so thanks!!
 
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