- Joined
- Sep 4, 2019
- Messages
- 8
- Reaction score
- 1
- First Language
- French
- Primarily Uses
- RMMV
Hello there.
I tried for hours now to modify the VE_BattlerGraphicSetup.js to be able to use DragonBones creatures and animated/charset/static creatures. But I'm too bad in javascript to actually be able to do so. I want the VE_BattlerGraphicSetup.js to skip the actor/enemy if it's a DragonBones (so it doesn't conflicts). Because I noticed VE_BattlerGraphicSetup overwrite the way of creating the sprites (so I think it's where is the problem).


If somebody could help me I would really appreciate.
Edit : I think I understand where is the problem. Both KELYEP_DragonBones and VE_BattlerGraphicSetup are overwriting the Spriteset_Battle and others things. But KELYEP_DragonBones need to be below VE_BattlerGraphicSetup to work or else VE_BattlerGraphicSetup will have the priority and no DragonBones will work at all.
Meanwhile if we put KELYEP_DragonBones below (only way for it to works) it makes the game crash, because the functions of VE_BattlerGraphicSetup aren't compatibles anymore (vanilla spriteset function modified).
I tried to fuse them one way or another, but I'm so bad with Javascript thanks God I made backups.
So, is anyone able to make both of these plugin compatible ? I tried for 12 hours now and I'm really exhausted.
I attached the two plugins on the thread, as far as I understood, the replicate of the Spriteset functions of both plugins need to be fusionned in one way so it doesn't screw the rest of both plugins (especially the rest of VE_BattlerGraphicSetup who add UpdateActorSprites functions, kinda think this plugin is the most annoying one and probably the one who makes it crash).
Thanks in advance for any help !
I tried for hours now to modify the VE_BattlerGraphicSetup.js to be able to use DragonBones creatures and animated/charset/static creatures. But I'm too bad in javascript to actually be able to do so. I want the VE_BattlerGraphicSetup.js to skip the actor/enemy if it's a DragonBones (so it doesn't conflicts). Because I noticed VE_BattlerGraphicSetup overwrite the way of creating the sprites (so I think it's where is the problem).


If somebody could help me I would really appreciate.
Edit : I think I understand where is the problem. Both KELYEP_DragonBones and VE_BattlerGraphicSetup are overwriting the Spriteset_Battle and others things. But KELYEP_DragonBones need to be below VE_BattlerGraphicSetup to work or else VE_BattlerGraphicSetup will have the priority and no DragonBones will work at all.
Meanwhile if we put KELYEP_DragonBones below (only way for it to works) it makes the game crash, because the functions of VE_BattlerGraphicSetup aren't compatibles anymore (vanilla spriteset function modified).
I tried to fuse them one way or another, but I'm so bad with Javascript thanks God I made backups.
So, is anyone able to make both of these plugin compatible ? I tried for 12 hours now and I'm really exhausted.
I attached the two plugins on the thread, as far as I understood, the replicate of the Spriteset functions of both plugins need to be fusionned in one way so it doesn't screw the rest of both plugins (especially the rest of VE_BattlerGraphicSetup who add UpdateActorSprites functions, kinda think this plugin is the most annoying one and probably the one who makes it crash).
Thanks in advance for any help !
Attachments
-
58 KB Views: 0
-
113.3 KB Views: 0
Last edited:

.