Slight issue configuring YEP Side view battler

Skurge

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I have run into a small issue which I didn't foresee developing my project regarding the use of the YEP side view battler with multiple weapon graphics.

Simply put I have a common event that has party members change there graphic depending on what weapon they are holding which works fantastic, however using YEP specifying the sprite sheets frames in the party members note tags has me stumped on what to do when I have different sprite sheets to assign and to give them there different configurations like looping and speed etc.

I really want to give party members there own graphics with there unique weapons and the additional animation but I'm completely stumped on how to alter it further. Has anyone here found a way around this?
 

glaphen

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I don't think Yep side view battler exists but you can set the notetag on the weapon itself.
Code:
For those who would like to give their weapons a little bit of a change, you
can make use of these notetags:

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <Weapon Image: x>
  Replace x with a number above 0 and you'll get an image from img/system's
  weapon sheets. Each sheet contains 12 weapon images. If you wish to load a
  weapon from the first sheet, it'll be within 1-12. If you wish to load a
  weapon from the second sheet, it'll be within 13-24, and so on. The weapon
  sheets increase in increments of 12, which means that if you wish to load
  a weapon from weapon sheet 50, x will be between 589 to 600.

  By default, these are the number values associated with each:
  1 - Dagger   7 - Long Bow  13 - Mace       19 - Slingshot  25 - Book
  2 - Sword    8 - Crossbow  14 - Rod        20 - Shotgun    26 - Custom
  3 - Flail    9 - Gun       15 - Club       21 - Rifle      27 - Custom
  4 - Axe     10 - Claw      16 - Chain      22 - Chainsaw   28 - Custom
  5 - Whip    11 - Glove     17 - Sword#2    23 - Railgun    29 - Custom
  6 - Staff   12 - Spear     18 - Iron Pipe  24 - Stun Rod   30 - Custom

  <Weapon Image: filename>
  If you have created a custom folder to place unique weapon sheets, you can
  use this notetag to acquire them. The filename is case sensitive. Do not
  include the file extension. If your weapon sheet is called DaggerBlue.png,
  then the notetag you'd use would be <Weapon Image: DaggerBlue> only.

  <Weapon Motion: thrust>
  <Weapon Motion: swing>
  <Weapon Motion: missile>
  This will dictate the motion the battler will use when attacking if you're
  using a custom weapon animation. If nothing is placed here, the motion
  will default to the 'Default Motion' value in the plugin parameters. You
  can use any of the following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Weapon Hue: x>
  For those who would like to use different hues with your weapon animation,
  use this notetag in the same notebox as the <Weapon Image: x> notetag to
  change the hue of the weapon animation to x.

  <Weapon Animation: x>
  If you would like to override the attack animation when using this weapon,
  you can use x to dictate which animation will be used for regular attacks.

---

If you haven't noticed yet, these notetags are made for actors, classes,
enemies, weapons, armors, and also states. What this means is, the weapon
animation changes will behave more like traits. Priorities will occur in the
following order:

  States
  Weapons
  Armors
  Classes
  Actors
  Enemies

This means that if a battler is affected by a state that would modify its
weapon appearance, any other weapon animation changes that the user would
have will be overwritten by the state's weapon animation change until the
state wears off.

I just remembered there's a plugin called YED_SideViewBattler Not YEP, but can't you just like make the picture bigger and then in action sequences have a bunch of if conditional the weapon type is equipped use that motion. Can't do much about the idle except the method you did before but then have all the rest the same.
 
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Skurge

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Sorry "YED" is the correct one.


I just remembered there's a plugin called YED_SideViewBattler Not YEP, but can't you just like make the picture bigger and then in action sequences have a bunch of if conditional the weapon type is equipped use that motion. Can't do much about the idle except the method you did before but then have all the rest the same.
Previously that method was in use but that was only restricting me to the 3 frames per pose sheet where as I have now overhauled all my battler graphics to have multiple frames per pose, the draw back is I can't figure how to add different sprite sheets and there properties on the same note tag.

I also just found this in the j.s file



JavaScript:
--- Sideview ---

  <Sideview Battler: filename>
  This is the filename used for the sideview battler found within your
  project's img/sv_actors/ folder. Doing this will enable the following
  notetags to be applied to the battler. This is case-sensitive and used
  without the image's file extension.

  *Example: SF_Actor3_8.png would be <Sideview Battler: SF_Actor3_8>

  *Note: If more than one of these tags is used, the sideview battler
  selected will be picked from a random pool. Their settings, however, will
  match all of the other sideview settings set in the notetags for the sake
  of simplicity.
Now it seems I am unable to make use of these advanced sprite sheets with different weapon poses, do we have a fix for this? I don't think it could be that difficult to execute.
 
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glaphen

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You could always try dragonbones if you can't find an answer, easier making sprites and animations but I'm not an artist, or a scripter, but I did manage to fix your issue today in that thread if you used that plugin, I glanced at the code of this one but they don't seem to be similar at all.
 

Skurge

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Ehh dragon bones animation looks too life-less to me, I'd rather have full control with the graphics themselves.
I'm just surprised there isn't a note tag that can allocate conditions to change a sprite sheet to a weapon with it's own set of formulars on frames/poses etc.
 

Skurge

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Does anyone here know if conditional branches can be made inside note tags?
 

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