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I thought this topic might best be placed in the general discussion forum rather than in the maker specific question and answer forum, so if it's possible, to avoid spam posting, would it be alright if a mod please removed my question from the maker specific forum? Thank you for reading 
I started implementing Yanfly's Animated SV enemies plugin for MV, 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 checking), 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. Maybe I am not doing something correctly? Perhaps I am just not understanding the right way to set up the battlers or the plugin so they work with each other correctly? If anyone is using this plugin and has gotten it to render their custom battlers right are there any tips or advice you could toss my way?
Anything would be a big help <3
Thank you ^^
I started implementing Yanfly's Animated SV enemies plugin for MV, 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 checking), 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. Maybe I am not doing something correctly? Perhaps I am just not understanding the right way to set up the battlers or the plugin so they work with each other correctly? If anyone is using this plugin and has gotten it to render their custom battlers right are there any tips or advice you could toss my way?
Anything would be a big help <3
Thank you ^^
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