Twerp

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Oh, this looks absolutely fantastic. It looks like it'll see a lot of mileage with just about any project.
 

Crysillion

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I implemented the script and put your example of:

 [EnhancedSprite]

 Weapon Image: weapons2

 Weapon Index: 2

 Weapon Hue: 155

 Weapon Motion: skill

 Weapon Sound: ice2, 0, 100, 100

 

into the Notetag for the Weapon, but it doesn't actually work. It's the only script I have in my project, so it wouldn't be an issue of compatibilities. It still just shows Harold swinging a sword, even though the aforementioned notetag is in the Sword's notetag box. Am I using this plugin incorrectly?
 

Val

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I wish we could have an update on this plugin :(  
 

brunovisk2

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I don't know why, but its not working with yanfly battle engine core, because when both of them are on, the weapon image do not show!
 

Ghost of Christmas Kloe

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I don't know why, but its not working with yanfly battle engine core, because when both of them are on, the weapon image do not show!
I'll put this out her really quick, this doesn't work with Yanfly Animated Battlers but DOES work with Yanfly Battle core!

I wish we could have an update on this plugin  :(
Yeah, but Rexal went on a Hiatus so it's unlikely to happen for a while, just wait for a bit...
 
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FodasticoMan

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Good evening Rexal,

I would like to take your script (demo title.js) to put credits

[IMG]http://i.imgur.com/bJYhkRv.png[/IMG]

I've been changing a bit your script so that you understand what I like to do.

[IMG]http://i.imgur.com/PxIe2Tu.png[/IMG]

Sorry if I do not understand very well. My Inglês is not very good

change script demo title.js

//=============================================================================/*:* @plugindesc Demo-Specific Title Screen Changes* * @author Rexal*///=============================================================================Window_EquipSlot.prototype.update = function() {Window_Selectable.prototype.update.call(this);if (this._itemWindow) {if(this.index()!=6) this._itemWindow.setSlotId(this.index());}};Scene_Title.prototype.createCommandWindow = function() {this._commandWindow = new Window_TitleCommand();this._commandWindow.setHandler('newGame', this.commandNewGame.bind(this));    this._commandWindow.setHandler('Cutscene', this.commandCutscene.bind(this));this._commandWindow.setHandler('continue', this.commandContinue.bind(this));this._commandWindow.setHandler('options', this.commandOptions.bind(this));this.addWindow(this._commandWindow);};Window_TitleCommand.prototype.makeCommandList = function() {this.addCommand('Start', 'newGame');    this.addCommand(TextManager.continue_, 'continue', this.isContinueEnabled());    this.addCommand('Credits','Cutscene');this.addCommand(TextManager.options, 'options');};Scene_Title.prototype.commandCutscene = function() {DataManager.setupNewGame();this._commandWindow.close();this.fadeOutAll();SceneManager.push(Scene_Cutscene);};Scene_Title.prototype.commandNewGame = function() {DataManager.setupNewGame();this._commandWindow.close();this.fadeOutAll();SceneManager.goto(Scene_Map);     $gamePlayer.reserveTransfer(1, 8, 6, 0, 0);};//-----------------------------------------------------------------------------// Scene_Travel//// The scene class of the travel screen.function Scene_Travel() {this.initialize.apply(this, arguments);}Scene_Travel.prototype = Object.create(Scene_MenuBase.prototype);Scene_Travel.prototype.constructor = Scene_Travel;Scene_Travel.prototype.initialize = function() {Scene_MenuBase.prototype.initialize.call(this);};Scene_Travel.prototype.create = function() {Scene_MenuBase.prototype.create.call(this);this.createtravelWindow();};Scene_Travel.prototype.terminate = function() {Scene_Base.prototype.terminate.call(this);};WMCAOC = Window_MenuCommand.prototype.addOriginalCommands;Window_MenuCommand.prototype.addOriginalCommands = function() {    WMCAOC.call(this);     this.addCommand("Fast Travel", 'travel');};SMCCW = Scene_Menu.prototype.createCommandWindow;Scene_Menu.prototype.createCommandWindow = function() {    SMCCW.call(this);this._commandWindow.setHandler('travel', this.commandTravel.bind(this));};Scene_Menu.prototype.commandTravel = function() {SceneManager.push(Scene_Travel);};//-----------------------------------------------------------------------------// Window_Travel//// The window for changing various settings on the options screen.function Window_Travel() {this.initialize.apply(this, arguments);}Window_Travel.prototype = Object.create(Window_Command.prototype);Window_Travel.prototype.constructor = Window_Travel;Window_Travel.prototype.initialize = function() {Window_Command.prototype.initialize.call(this, 0, 0);this.updatePlacement();};Window_Travel.prototype.windowWidth = function() {return 600;};Window_Travel.prototype.windowHeight = function() {return this.fittingHeight(Math.min(this.numVisibleRows(), 12));};Window_Travel.prototype.updatePlacement = function() {this.x = (Graphics.boxWidth - this.width) / 2;this.y = (Graphics.boxHeight - this.height) / 2;};Window_Travel.prototype.makeCommandList = function() {this.addOptions();};Window_Travel.prototype.drawItem = function(index) {var rect = this.itemRectForText(index);var align = this.itemTextAlign();this.drawText(this.commandName(index), rect.x, rect.y, rect.width, align);};Window_Travel.prototype.addText = function(name) {this._list.push({ name: name, text:true});};function Scene_Cutscene() {this.initialize.apply(this, arguments);}Scene_Cutscene.prototype = Object.create(Scene_Travel.prototype);Scene_Cutscene.prototype.constructor = Scene_Cutscene;Scene_Cutscene.prototype.createtravelWindow = function() {this._travelWindow = new Window_Cutscene();this._travelWindow.setHandler('cancel', this.popScene.bind(this));     this._travelWindow.setHandler('aganhs', this.aganhs.bind(this));this.addWindow(this._travelWindow);};Scene_Travel.prototype.aganhs = function() {this._travelWindow.close();             $gameSwitches.setValue(1,true);SceneManager.goto(Scene_Map);     $gamePlayer.reserveTransfer(1, 8, 6, 0, 0);};//------------------------------------------------------------------------------------------------------------------------------------------------------------------function Window_Cutscene() {this.initialize.apply(this, arguments);}Window_Cutscene.prototype = Object.create(Window_Travel.prototype);Window_Cutscene.prototype.constructor = Window_Cutscene;Window_Cutscene.prototype.addOptions = function() {    this.addText("Developer");    this.addText(" Someone");    this.addText("Cover art");    this.addText(" Someone");    this.addText("Special thanks");    this.addText(" Rexal, ...");};Could you provide (to post personally) free for me and others of the forum?

If you can not, anyway thanks for listening Rexal.
 

Rexal

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Sorry guys...I really hate being on this haitus because I really want to start working on things again, but I'm dealing with enough stress right now as it is.

@FodasticoMan Do what you want with the plugins in the demo, just make sure my name's somewhere in there. It may be some time before I can start making plugins again.
 

HeroicJay

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Hm, I started using this today and something is very wrong. As soon as I installed this plugin, the images for all of my weapons except one - with or without the "[EnhancedSprite]" note tag - disappear. The one is the basic sword, which I think is actually using the Dagger sprite even though it shouldn't.

I suppose it could be a plugin incompatibility, though which plugin I can't imagine.

EDIT: I disabled every plugin except this one. Now everyone is using the Dagger animation, no matter what weapon they have equipped. Except the weapons with "[Enhanced Sprite]", which do appear to be working.

EDIT2: I now see some discussion about Yanfly incompatibility, so that's probably the first issue. That doesn't explain why everyone uses Daggers even when I disable the Yanfly plugins (and all the others) though. Guess I'm not using this plugin for now.
 
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SpacemanFive

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Great work! This plugin looks absolutely invaluable, but I'm wondering about something. Why is it in the "plugin requests" subforum, instead of the "plugin releases" or "plugins in development" subforums?
 

Alastor01

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This is a great plugin. But it is dead isn't it? I um not aware of other plugins which support > 3 frames of animation for weapons :(
 
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well, I donwloaded the file from your git, and
enemies take mirrored hits.

when an ally takes a hit it's ok. but a mirrored SV batler being used as an enemy they numbers appear mirrored
 

Kenode

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Is this plugin still maintained? I was looking for an alternative to Yanfly's Animated weapons, because it forces every attack animation to be the specific attack animation you set in animated weapons.
Say, you set a weapon to the motion "missile", then every time you call for either "swing" or "thrust", the missile motion appears. If you don't set it for any motion, it will default for swing.
This plugin also seems to have more functionality than Animated Weapons, but, unfortunately, when I use it with Yanfly's Battle Core, the weapon just doesn't show for some reason.

I saw, while reading through thread, that people got it to work with Animated Weapons, can anyone lend a hint? I've tried their workarounds, including the using "motion attack" (although this one isn't preferable), but they still don't work. Is there a way to force this plugin to show the weapon through action sequences?
 

Voltage1001

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Is this plugin still maintained? I was looking for an alternative to Yanfly's Animated weapons, because it forces every attack animation to be the specific attack animation you set in animated weapons.
Say, you set a weapon to the motion "missile", then every time you call for either "swing" or "thrust", the missile motion appears. If you don't set it for any motion, it will default for swing.
This plugin also seems to have more functionality than Animated Weapons, but, unfortunately, when I use it with Yanfly's Battle Core, the weapon just doesn't show for some reason.

I saw, while reading through thread, that people got it to work with Animated Weapons, can anyone lend a hint? I've tried their workarounds, including the using "motion attack" (although this one isn't preferable), but they still don't work. Is there a way to force this plugin to show the weapon through action sequences?


I've got the exact same problem. However, It doesn't seem to show the weapon even with Battle Core disabled, I dunno if there is any way to fix it or if this board is active rn so oof
 

Batosta

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i need help, i installed your plugin and i added an image with whip sword sprites and calle it weapons4, then i added it to img/system and on the weapons tab i had put the motion swing the frames 3 and id 5 since it is on the 1st collumn 5th position but wenever i enter the battle is says reference error Sprite_Base not defined :(( what did i do wrong?
 

Eillis

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This plugin seems to work fine in RPGM MZ.
It only requires replacing "Sprite_Base" with "Sprite".
Thanks for making this!

i need help, i installed your plugin and i added an image with whip sword sprites and calle it weapons4, then i added it to img/system and on the weapons tab i had put the motion swing the frames 3 and id 5 since it is on the 1st collumn 5th position but wenever i enter the battle is says reference error Sprite_Base not defined :(( what did i do wrong?

That might be the solution to your problem.
 

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