lucatium

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Hello ! This is my first ever post here so excuse me if i can't describe my question clearly .
(sorry if this is reocurring subject,redirecting me to similar thread would be appriciated)

So what i want to archive, is using pictures or sequence of pictures (to create illusion of animation) during battles.(similar to for example hylics tho i've seen it in many other games)
if player clicks attack i want it to show a picture instead of default battlers doing defualt stuff. see my stupid gif below for what i mean exactly:
ezgif.com-gif-maker.gif


and i want the same effect when enemie attacks player:
ezgif.com-gif-maker (1).gif

i hope my gifs are more helpfull than confusing,but if anyone knows how can i archive this,in engine or with plugins please explain in down in comments.thanks in advance.
 

GmOcean

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Yes it's possible, but you'll need a couple plugins.
First you'll need to get the VisuStellaMZ Core plugins: VisuStellaMZ - Sample Game. You can get the core plugins by downloading the sample game from that link. You need these 2 plugins from the plugins folder: VisuMZ_0_CoreEngine.js & VisuMZ_1_BattleCore.js
Next you need to decide on the plugin that will handle your animations. These are the only 2 I know of for MZ that will work with this method:
1. Animated Pictures - VisuStella - This is a paid plugin.
or
2. VPlayer - Phoenix KageDesu- There is a free version, but you must purchase if you want to use it in a commercial project.

After you install all 3 plugins, you need to do the following:
1. Open the database menu in rpg maker mz.
2. Go to the Common Events section.
3. Click on any of the unused common events or create a new one if needed. Give the common event a name so that you can find it easily later.

Do either 3a if you're using 'Animated Pictures' by VisuStella or 3b if you're using VPlayer by KageDesu.

3a.
- Use the Show Picture event command to have it display your picture in the proper position and size.
- Add the animated picture plugin command from the 'Animated Pictures' plugin and choose the id used in the Show Picture command.
- Add a Wait command, for however many frames you need to display your animation.
- Add the 'MECH: Action Effect' plugin command from the 'BattleCore plugin'
- Add the Erase Picture command, and erase the picture you chose to show.
- Add another wait command here for any amount of frames you want, just to create a buffer before enemies or other characters go to do their effects. This one is optional, but makes things look cleaner.

3b.
- Use the Show Animation plugin command, and replace '1' with the filename of the webm file you created for the animation.
- Change the x&y position as needed.
- Use the Scale Animation and/or Move Animation plugin command as needed.
- Add a wait command for however many frames you need to display your animation.
- Add the 'MECH: Action Effect' plugin command from the 'BattleCore plugin'
- Use the Delete Animation plugin command to remove your animation
- Add another wait command here for any amount of frames you want, just to create a buffer before enemies or other characters go to do their effects. This one is optional, but makes things look cleaner.
4. Go to the skill section.
5. Find the skill you want to play the custom animation (it'll work for every skill in that list).
6. Copy & Paste this in the NoteTag section of the skill:
Code:
<Custom Action Sequence>
7. in the skills 'Effects' tab, you're going to add your common event you just created.
Apply Changes, and Save.

Now, every time you use the skill, attack, or whatever, it'll call the common event, do what you told the common even to do, and then end. It works for skills the enemy uses to.
It's not needed to create a new common event for every skill, but using the same common event for more than 1 skill requires conditional if statements, that I won't be going over as that's it's own thing.

Note - Animated Pictures plugin by VisuStella will NOT display over the HUD. So if you want that covered, you'll have to use VPlayer by KageDesu. All just depends on which animation method you want to use.

MV more or less will have the same requirements as MZ (read that for a general idea on what you may need to do), but the plugins would have to be the ones found here: Yanfly YEP Plugins. Namely the Core Engine, Battle Core, and the Action Sequence plugins. Along with the Animated Pictures plugin for MV. The process should be the same, of creating the animation, creating the common event for the animation sequence, showing the picture/animated picture, etc... However I don't have MV so I can't walk you through on how to use it.
 
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Showsni

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Your profile says you use MZ, but this is the MV forum - which game are you working in?
 

GmOcean

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Your profile says you use MZ, but this is the MV forum - which game are you working in?
Oh good catch, I usually look at the 'Primarily Uses' and forgot to check for forum. I'll adjust my post for that.
 

lucatium

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Oh good catch, I usually look at the 'Primarily Uses' and forgot to check for forum. I'll adjust my post for that.
first off all i didn't expect someone would give such a detailed answer so thank you very much for helping, about mz/mv i dont't think there will be much difference at all, thanks for clarification tho,i don't know why my primery use says mz, my bad.
 

lucatium

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Your profile says you use MZ, but this is the MV forum - which game are you working in?
i posted in mv forum because i am using mv but i think i have more hours put in mz so thats why it says primarily uses:mz
 

ShadowDragon

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Primarily uses can be set, doesn't go automatically I think,
not that I know off.

while the kageDesu PKD_Vplayer works in MV as well, the process
that GmOcean said is true and same as JS goes, they are very similair.

some notebox lunatic code however are slightly different, so read
the YEP documents carefully to make it work.

if you use MV more, go to you settings and set it to MV.
 

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