SOLVED!! Dragonbones Breaks Animations of Non-Dragonbone SV Enemies.

Discussion in 'Javascript/Plugin Support' started by Tonedawg181, Jan 19, 2018.

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  1. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

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    Engine: RPG Maker MV v1.5.0
    Problematic Plugin: KELYEP_DragonBones v1.05 & YEP_X_AnimatedSVEnemies working together.

    UPDATE: Scroll down to the first comment in the comments section of this post if you have this same problem! I have fixed it!!!!

    Ok, so I'm using yanfly's animated sv enemies plugin (YEP_X_AnimatedSVEnemies) for a majority of the enemies in my game, they all work as intended using the various note tags you are supposed to use and such.

    But I wanted to also add DragonBones style enemies to my game. Now after following the instructions provided I was able to setup those types of enemies to also work properly.

    BUT THE PROBLEM IS, with DragonBones's plugin turned on, now all my non-dragonbone animated enemies no longer do the attack animations. They still do the idle animations, take damage animations, and move up towards my players to attack, but they will not do the attack animations such as thrust/swing/missile .

    Here is an example, this is a default sv enemy from Aekashics.
    [​IMG]
    he uses just yanfly's plugin to operate, and his note tag looks like this:

    <Sideview Battler: AekashicsGolem>
    <Sideview Attack Motion: Thrust>
    <Sideview Shadow Width: 200%>
    <Sideview Shadow Height: 200%>
    <Attack Animation: 39>
    <Scale Sprite: 100%>
    <Sideview Collapse>
    <Sideview Show Shadow>
    <Sideview Battler Size: 340,235>
    <Sideview Width: 340>
    <Sideview Height: 235>

    Now if i have the dragonbones plugin turned OFF he works properly and his attack animation will look like this:
    [​IMG]

    But if I turn ON the DragonBones plugin it looks like this:
    [​IMG]
    As you can see, he didn't swing his arm to attack.

    I also was able to re-create this exact problem in Aekashics's dragonbones demo project which uses only the bare minimum plugins.

    The way this plugin is described on yanfly's website makes it sound like you should be able to use both no problem, but clearly something from the DragonBones plugin is breaking the animations on regular sv actor sheets. If anyone has an answer to this problem I would be extremely grateful.

    ~Tonedawg
     
    Last edited: Jul 10, 2018
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  2. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

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    SOLUTION (updated 2/11/18):
    Ok, so what is causing this problem, is actually from the way the action sequence is set up in the note tag of your normal Attack skill (not the enemy note tag, the actual skill #1 Attack, in your database).

    PLEASE READ THIS WHOLE THING VERY CAREFULLY! IT'S KINDA A LOT TO EXPLAIN AND YOU NEED ALL THE PARTS FOR THIS TO WORK PROPERLY!

    Replace your Action Sequence for the Attack Skill with this one.

    <target action>
    perform start
    if user.attackMotion() !== 'missile'
    move user: target, front, 20
    wait for movement
    else
    motion missile: user
    wait: 10
    end
    if user.attackMotion() == 'swing'
    motion swing: user
    wait: 10
    end
    if user.attackMotion() == 'thrust'
    motion thrust: user
    wait: 10
    end
    action animation
    wait for animation
    action effect
    </target action>

    What this part will do is properly select the right animation of what weapon your player is using, and fix the problem with the non-dragonbones enemies Attack animations.
    BUT WAIT THERE'S ANOTHER STEP WE NEED TO TAKE
    For dragonbones enemies however, we need one more action sequence because the above one does not work properly for them.

    So, for ALL your dragonbones enemies in they're individual note tags on the enemies page of the database, right below where it says </DragonBone Settings> add this.

    <AI Level: 100>
    <AI Priority>
    Always: Skill x
    </AI Priority>

    x is going to replaced with the number of a new skill we create in the skill page of the database. (for example I made mine skill number 13, so that should say Always: Skill 13)

    It's worth noting this section MAY already be in the note tag of your dragonbones enemies, this section is how you tell dragonbones style enemies what special attacks you want them to do. You can have as many "Always Skill: x" commands as you want in this section, JUST MAKE SURE YOU ADD ONE FOR THE NEW DEFAULT ATTACK SKILL WE ARE ABOUT TO CREATE.

    Now the last part we need to make, is an extra Attack skill that will be used only by dragonbones style enemies. Now remember, whatever number the skill is in your database, that's what were replacing the x with in the Always Skill: part of the enemy's note tags.

    So make a new skill, title it Attack, and copy your damage formula from your normal Attack skill (if that's what you want it to be) and make the note tag say this:

    <setup action>
    display action
    immortal: targets, true
    </setup action>
    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    end
    wait for movement
    motion attack: user
    wait: 25
    attack animation: target
    wait for animation
    action effect
    </target action>

    Once this is all set up, normal sv enemies, dragonbones enemies, and your players should all work the way we want them to and we can use both styles at the same time for enemies.

    HUGE Thank You to @waynee95, and @Lawr of the Lunatic discord server for helping me with this.
    And also @Solis for noticing a big problem I had with the original method, which in turn, helped make this thread better and more accurate.

    If this does not work for you, please feel free to message me and I will help you work on it together!

    Side Note: Unfortunately for some of you, I do not use yanfly's action sequence 3 which controls the zooming in and out of the camera function in battle. These action sequences do not have camera zooming in them, but I'm 99.9% sure it CAN be added if you really want to. I however do not know exactly where and what to add, but If someone more skilled with action sequencing would like to add it and share it on this forum it would be very much appreciated.

    Good Luck Everyone <3
    ~Tonedawg
     
    Last edited: Feb 12, 2018
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  3. TOplemonhead

    TOplemonhead Warper Member

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    hey i did this and it didn't work for me i have the same problem and would love to fix it. It's making me not wanna make my game cause i am upset i got all this stuff and it's not working right Q.Q
     
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  4. Kes

    Kes Global Moderators Global Mod

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    @TOplemonhead Please do not hijack someone's thread with your own query. If the solution posted here does not work for you, that must mean that the cause is different.

    Please post a new thread. Give as much information as you can. Say that you tried to fix it by doing this
     
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  5. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

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    :kaoback:@TOplemonhead, inbox me your action sequence for your attack skill, and we'll try to find a solution together man. It could also be a problem with how you have dragonbones set up, there's a few steps you have to follow closely to make this plugin operate.

    update: this was resolved =]
     
    Last edited: Feb 12, 2018
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  6. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

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    edit: ignore this comment, i had an old solution posted in this spot, the method above works MUCH better now.
     
    Last edited: Feb 11, 2018
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  7. TOplemonhead

    TOplemonhead Warper Member

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    @Kes i didn't hijack anything i have my own plugins i was saying i try the action seq @Tonedawg181 ehh it didn't work for me what's happen is just like the pic the enemy will come to you but will not move when attacking maybe it's a plug in i am using that is making it act up idk i tired everything cutting off plugins moving plugins changing things in plugins i even tired using the demo and seeing if it will work but no luck for me
     
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  8. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

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    ^ just to clarify i worked with @TOplemonhead to fix his, it now works for him, this method is working =]
     
    Last edited: Jan 23, 2018
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  9. Solis

    Solis Veteran Veteran

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    This worked for me as well.
     
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  10. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

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    I'm bumping this thread because I COMPLETELY changed how to fix the problem, it now works MUCH better, and If you have used this method before 2/11/18 PLEASE re-read the solution section because its an entirely new setup.
     
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  11. Solis

    Solis Veteran Veteran

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    Thanks for fixing this. Seems perfect so far for me!
     
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  12. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

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    Yay glad to hear it! I've been messing around with a bunch of my enemies as well and it seems to be working for me too. If you do run into any more issues, please feel free to share them with me and I'll work on it more. =]
     
    Last edited: Feb 12, 2018
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  13. Dude247THE

    Dude247THE Warper Member

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    I didn't try this yet, but the thing is with dragonbones on neither the damage animations or any other except idle animation woks for anmated sv enemies.
    So if this is the fix for attack what about the rest?
     
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  14. Solis

    Solis Veteran Veteran

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    Yes, it fixed all of my issues. Though, I don't think the damage animations were ever the issue. I do have DragonBONES placed BELOW ANIMATED battlers.
     
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  15. Dude247THE

    Dude247THE Warper Member

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    Thus works for attack and stuff but damage animations still wont happen.
     
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  16. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

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    hey been a while since ive been on the forums terribly sorry for the late response, but it seems to me like you may be forgetting a simple step (this happened to me aswell in the past) go into your database, then skills, did u make sure you have an animation set for each skill in the little dropdown arrow section? This issue drove me nuts for a while and then someone pointed that out and i felt silly.
     
    Last edited: Jul 9, 2018
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