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Greetings again. I hope I'm not giving you too much work, but I seem to have found a weird bug with the Weapon Animations plugin, but only when the battle engine core plugin is enabled?
Plugin Name: YEP_WeaponAnimation, YEP_BattleEngineCore
Plugin Parameter Changes: I have the parameters set to default
Bug Explanation: I have a lot of weaponsheets being used for this plugin... 14 to be exact. Seemingly at random, some of he individual weapon sprites will not animate properly, but only the first time you see them. It looks like the anchor point on the animation is 200 pixels or so to the left and 600 or so up above where it should be for the first two frames of the weapon sprite swing animation, but on the third frame it goes to the correct position. Subsequent attacks with the same weapon sprite do not have this problem. The actual weapon sprite IDs that cause this to happen seem to be random. In my test project, sprite 59 has the issue, while sprite 61 does not. Sprite 123 also has this problem.
This only seems to happen if I have battleEngineCore turned on. When I was making the test project to upload, I discovered the bug wasn't happening anymore, because I didn't include that plugin at first. Something in the battle engine core plugin is interfering with these weapon sprites somehow, possibly during initialization?
Error Report: N/A
Exact Steps on How to Replicate Bug:
Test Project: Link here.
I have uploaded a test project in which the default actor weapons have their sprites changed to the above sprite IDs. There are probably more that don't work, but I'm not sure what their values are. Load the test project, and attack the bats in the battle (or testplay any troop in the D
. Take note that Harold's weapon animation starts above the screen, and that therese' does not. Marsha's also starts much higher than it should. See below for a screenshot of what I mean.

Plugin Name: YEP_WeaponAnimation, YEP_BattleEngineCore
Plugin Parameter Changes: I have the parameters set to default
Bug Explanation: I have a lot of weaponsheets being used for this plugin... 14 to be exact. Seemingly at random, some of he individual weapon sprites will not animate properly, but only the first time you see them. It looks like the anchor point on the animation is 200 pixels or so to the left and 600 or so up above where it should be for the first two frames of the weapon sprite swing animation, but on the third frame it goes to the correct position. Subsequent attacks with the same weapon sprite do not have this problem. The actual weapon sprite IDs that cause this to happen seem to be random. In my test project, sprite 59 has the issue, while sprite 61 does not. Sprite 123 also has this problem.
This only seems to happen if I have battleEngineCore turned on. When I was making the test project to upload, I discovered the bug wasn't happening anymore, because I didn't include that plugin at first. Something in the battle engine core plugin is interfering with these weapon sprites somehow, possibly during initialization?
Error Report: N/A
Exact Steps on How to Replicate Bug:
- Have a project with a large number of weaponsprite sheets for use with weaponAnimation plugin.
- Note that weapon sprite ID 59 animates incorrectly the first time you do a weapon swing with it.
- Note that weapon sprite ID 61 does not have this problem.
- Note that weapon sprite ID 123 does have this problem. All three weapon sprites belong to different sheet.
Test Project: Link here.
I have uploaded a test project in which the default actor weapons have their sprites changed to the above sprite IDs. There are probably more that don't work, but I'm not sure what their values are. Load the test project, and attack the bats in the battle (or testplay any troop in the D




