- Joined
- Apr 25, 2016
- Messages
- 26
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- English
- Primarily Uses
Before I go any further, I just want to say here that the reason this is its own post is because it has been brought to my attention that Yanfly's plugins thread is only meant to report bugs, and not to ask questions about how to use the plugins or seek requests. That said, moving on...
I started implementing Yanfly's Animated SV enemies plugin, and have run into a couple things that have made the plugin a bit harder to use:
First of all, I noticed a mistake in the help file. The note tags <Sideview Motion 'name': x> that allow you to choose which animations play during certain times has an incorrect animation name for "Idle". Yanfly lists it as "walk", which is not recognized. It took me awhile to go through each individual animation label and a little bit of guessing before I figured out that it's supposed to say "idle" instead of "walk". If anyone else uses this plugin maybe you have(n't) noticed it.
Also, I am using human battlers (different from the character generated SV actors). This wouldn't be a big deal for monster sprite sheets, as I could deal with it. I noticed that, regardless of what you set the attack animation to, the battler will always use the second animation, "wait" for everything (i.e. skills, items, attacks, and magic). I figured if I set all animations to the exact same thing, except of course for the wait animation, that I could maybe set it up correctly, but even though all animations were set to "dead" (for the sake of confirmation), the character still waits when doing any skill. Damage, Evade, Idle, Dying, and Dead all work fine though. The biggest issue is that I need the battler to perform animations specific to skills, spells, and even attacking, as some of the skills I intend to create and use will look more accurate if the character is swinging rather than waiting all the time.
There also doesn't appear to be parameters (or note tags) for "skill", "spell", or "item", which would make more sense since these animations are mentioned within the plugin as options.
I started implementing Yanfly's Animated SV enemies plugin, and have run into a couple things that have made the plugin a bit harder to use:
First of all, I noticed a mistake in the help file. The note tags <Sideview Motion 'name': x> that allow you to choose which animations play during certain times has an incorrect animation name for "Idle". Yanfly lists it as "walk", which is not recognized. It took me awhile to go through each individual animation label and a little bit of guessing before I figured out that it's supposed to say "idle" instead of "walk". If anyone else uses this plugin maybe you have(n't) noticed it.
Also, I am using human battlers (different from the character generated SV actors). This wouldn't be a big deal for monster sprite sheets, as I could deal with it. I noticed that, regardless of what you set the attack animation to, the battler will always use the second animation, "wait" for everything (i.e. skills, items, attacks, and magic). I figured if I set all animations to the exact same thing, except of course for the wait animation, that I could maybe set it up correctly, but even though all animations were set to "dead" (for the sake of confirmation), the character still waits when doing any skill. Damage, Evade, Idle, Dying, and Dead all work fine though. The biggest issue is that I need the battler to perform animations specific to skills, spells, and even attacking, as some of the skills I intend to create and use will look more accurate if the character is swinging rather than waiting all the time.
There also doesn't appear to be parameters (or note tags) for "skill", "spell", or "item", which would make more sense since these animations are mentioned within the plugin as options.
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