Yanfly's battle engine + Yami sideview enhancement

PresaDePrata

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Hi Makers,

So, I've been testing the unison between Yanfly's Action Sequence and Yami sideview and was wondering how do you define a custom motion with Yami Sideview and use it on an action sequence. I have created a custom one called 'Ki' as below:

Code:
<Sideview Battler Motion>
Name: ki
Index: 1
Frames: 6
</Sideview Battler Motion>
Then proceded to use it. (Action sequence example)

Code:
-- initiates the action sequence

motion ki: user

wait: 1

-- other actions
But the motion called is 'other', which is the default when the motion being used it not found. Not ki motion for me :(

Besides that, i noticed i can't use Yami sideview to extend the enemies battlers frames. These scripts have some sort of conflict, for Yanfly's search the animated enemies on img/sv_actors and Yami's searches it on sv_enemies. Do you know how to fix it? I know some js code, but not a pro level. WIth some hints i might be able to fix it. Once fixed i'll post back here.
 

PresaDePrata

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Alright, here's what i've found so far.

First of all, i was using the custom motion command wrong. Here's what you should do to use a custom motion:

Code:
custom motion ki: user
I also found it's better to use the command wait for animation when using a custom motion. Since it usually have more frames, waiting for the animation instead of an arbitrary wait seemed do work better.

About the animated enemies, all you have to do is copy your animated enemy to both folders, sv_actors and sv_enemies. They follow the same rules as an extended actor frameset.

I know it's not ideal, since you'd be increasing your game's size, but there's a workaround. You only need a file with the exact name on sv_enemies folder. The script will actually load the battler from sv_actors. So you can create a 2x2 pixels file, save it with the exact name as your enemy on sv_actor folder and voilá, it's working without bloating your game.
 

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