Yanfly's Battle Engine Core

kirbwarrior

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http://yanfly.moe/2015/10/10/yep-3-battle-engine-core/

I'm using this plugin with front view actors. I wanted static actors (similar to rmxp) and I realized I can easily do it by just replacing each action with the same image (not nearly as annoying as I thought it could be). But, the actors still use weapons and do the animations before casting, and since there is no movement, it feels like lag in game.

Is there a way to disable animations of the actors so they just attack/use a skill without pause? It looks like I can modify something, but I don't know where to look anymore.

Thank you ahead of time.
 

Matseb2611

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Do you have anything set under the 'Animation' part of the plugin? The first 5 options should all be set to 0 if you don't want any pre-casting animations to play when executing skills.
 

kirbwarrior

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Do you have anything set under the 'Animation' part of the plugin? The first 5 options should all be set to 0 if you don't want any pre-casting animations to play when executing skills.
I just set those to 0, and nothing seemed to change. Does that stop the battler from animating? I thought those were just adding an actual Animation to the battler.
 

Matseb2611

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Yeah, they remove those pre-cast animations which waste time. Was that not what you wanted removed?
 

kirbwarrior

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The actor still 'attacks' or 'casts', using the sideview animations that swing a weapon or chant. I can get rid of the weapon, but the movement still happens. Since the actor doesn't have different images for the movement, it looks like lag.
 

Andar

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the weapon display is set in the database for the weapon type, if you set all images to none then no weapon should be displayed.

That will leave all skills to use either the attack mothing or the casting motion, depending on wether the skill type is set to magic in the system tab or not.
There might be a plugin setting to prevent that, but if you can't find such a setting, simply edit the battlersheet to have the stand still sprites at the places where the engine looks for the casting or attacking animation - that is a bit of work in an image program, but if you don't find any other solution it will work that way.
 

kirbwarrior

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simply edit the battlersheet to have the stand still sprites at the places where the engine looks for the casting or attacking animation
I've actually already done that, but because the game still thinks there is motion, it looks like the game hangs for the 'animation' to happen. It doesn't seem like there is an option for that in this plugin. Is it possible in engine to turn it off? Or do you know of another way?
 

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