VE - Loop Animation

Victor Sant

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This plugin allows to display looping and cycling animations, the animation loops indefinitely, and if there’s more than one they cycles between them. They’re used to display status effects or can be called to display some visual effect. This can be used to replace the overlay display for states or to display states on enemies.


 


Download:


Victor Engine - Loop Animation


 


Credits:


Author: Victor Sant


 


Terms of Use
 
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lolshtar

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Thanks Victor, i've been waiting for a animation notetag overlay since MV came out.
 

Alvonso

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very nice, but.. in map, what's different between this and paraller proces?
 

Victor Sant

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very nice, but.. in map, what's different between this and paraller proces?
- Ease to use (a single notetag opposed to a more complex event and easier to assign to multiple different objects)


- Possible Lag (for example, to display 5 different looping animation on 5 events, it would be needed 5 parallel process)


- Displaying multiple cycling animations for states.


- Displaying multiple animations on the same target for states.
 

omen613

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Been wanting this plugin.


thanks Victor!


Keep up the good work!
 

Lilucario

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First off, thanks for the amazing plugins, I'm already using a bunch of them in my project!


However I have a small problem with this one.


I've been trying to use this plugin to make a state with a looping animation on my actor, but whenever I try to apply the state, it gives me an error : "TypeError: undefined is not a function".


Here's the error log

rpg_managers.js:1618 TypeError: undefined is not a function
at Sprite_Actor.Sprite_Battler.hideLoopDisplay (file:///C:/Users/Pat/Documents/Games/ProjectFantasy/js/plugins/VE_LoopAnimation.js:613:40)
at Sprite_Actor.Sprite_Base.addLoopAnimation (file:///C:/Users/Pat/Documents/Games/ProjectFantasy/js/plugins/VE_LoopAnimation.js:501:13)
at Sprite_Actor.<anonymous> (file:///C:/Users/Pat/Documents/Games/ProjectFantasy/js/plugins/VE_LoopAnimation.js:535:66)
at Array.forEach (native)
at Sprite_Actor.Sprite_Base.addStateAnimationsData (file:///C:/Users/Pat/Documents/Games/ProjectFantasy/js/plugins/VE_LoopAnimation.js:533:36)
at Sprite_Actor.<anonymous> (file:///C:/Users/Pat/Documents/Games/ProjectFantasy/js/plugins/VE_LoopAnimation.js:528:41)
at Array.forEach (native)
at Sprite_Actor.Sprite_Base.addStateAnimations (file:///C:/Users/Pat/Documents/Games/ProjectFantasy/js/plugins/VE_LoopAnimation.js:527:13)
at Sprite_Actor.Sprite_Battler.updateStateLoop (file:///C:/Users/Pat/Documents/Games/ProjectFantasy/js/plugins/VE_LoopAnimation.js:629:9)
at Sprite_Actor.Sprite_Base.update (file:///C:/Users/Pat/Documents/Games/ProjectFantasy/js/plugins/VE_LoopAnimation.js:404:8)



I'm also using most of Yanfly's plugins above all the VE plugins, as well as some Hime plugins and Moghunter plugins below the VE plugins.


(This is my first post here, plz be gentle)
 

Victor Sant

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I'm also using most of Yanfly's plugins above all the VE plugins, as well as some Hime plugins and Moghunter plugins below the VE plugins.
Before I try looking blindly on a issue that might be a compatibility, Can you confirm if this also happens on a clean project without other plugins?


If this does happen only on the project with all other plugins it's a compatibility issue and i will need you to find out wich plugin is causing that. I can't simply look blindly on a list with more than one hundred plugins to find out wich one is causing the issue.
 

Lilucario

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Just tried it in a clean project (only plugins are VE Basic Module and Loop Animation), and while it didn't give an error, there was no animation playing when the state was apllied.


I used the notetag <loop animation: 101, state, 1>, which should show a darkness animation when inflicted by the state, but nothing happened.
 

Victor Sant

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I used the notetag <loop animation: 101, state, 1>, which should show a darkness animation when inflicted by the state, but nothing happened.
I just copy/paste this same notetag into a state notebox and added the state on the actor and everything was fine. Where did you place the notetag? Screenshots of your setup would be helpful.


Also, since the crash didn't happen it pretty sure it's an incompatibility and I will need you to find wich plugin is causing it so I can check if a fix is possible.
 
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Quote

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There's a compatibility issue with Yanfly's animated battlers plugin. However, it only happens when using animated sprites and not when using static images.
 

Victor Sant

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By 'animated battlers' you mean the YEP_BattleEngineCore? Also, what happens on this compatibility issue?
 
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Lilucario

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The ennemies sprites were static though, and I was applying the state on my party.


EDIT: I tried to turn off Yanfly Animated SV enemies, and it still gave me a typeError
 
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Victor Sant

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I have updated the plugin, who was having the issue can check if it is working now?


@Quote when reporting error, provide a screenshot of the console error message (press F8 during test play), The in-game error message is quite useless as it give little to no clue about where the error happened.
 

omen613

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Love your scripts Victor!


Your update fixed an issue I was having when states were being applied to actor but I'm having an issue when removing states now from enemies. Let me know if you need any further information.

Screen Shot 2016-03-16 at 8.22.04 AM.png
 

solaris1111

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Hi Victor. It fixed the loop animation over actors. Everything work fine so far. I'll keep you updated if needed.
 

Quote

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Getting this this now. (Sorry about before, didn't know about the F8 thing)


 

solaris1111

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I found another bug and i don't think it's a compatibility issue. If one hero have a loop animation on him and the enemy have the same on it, when it dies, the game crash and it says : [object Object]addChildAt: index 11 cannot supplied index 10 (something near that, sorry i can't find the console on the new rmmv update)


Hope it help in something.
 

Victor Sant

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@Quote. @solaris1111, @omen613


Updated the plugin, check if it still having those issues. (I couldn't reproduce them here, so this is a guess based on the lines that caused the errors).
 

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