So long as I have your blessing I might go that route. This plugin is like, important to me haha
Chanting Animations (MV/MZ)
● ARCHIVED · READ-ONLY
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Sure! Have at it, link it back here if you get any results.
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Got the auto no that compatibility patches won't get made. So will likely have to stick with my terrible way of common eventing the proper sprite in. Luckily I did all the work already so its not the heaviest lift.
Thanks anyway Turan, I'll try to use this in a future project -
Oh VisuStella, how we...love thee? :rolleyes:
Sorry it wasn't able to help you, but thanks anyway for the inspiration. -
You know, I always thought that the VS team had the right to obfuscate their stuff (they do), but not even being open to make a compatibility patch? That's kinda trash.Got the auto no that compatibility patches won't get made.
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It certainly is a shame. But thankfully, I know a guy, who knows a guy, who knows another guy, who's father's daughter's brother's roommate's best friend managed to make a VS Battle Core compatibility patch for this plugin.You know, I always thought that the VS team had the right to obfuscate their stuff (they do), but not even being open to make a compatibility patch? That's kinda trash.
@Puppet Knight and @Kaimi
See if this helps. The version of Battle Core that I tested it with probably isn't the latest one, so let me know if you run into any issues. Paste this code into a new .js file, put it into your plugins folder, and add it to your plugin manager (make sure it's below TUR_ChantingAnimations):
CodeJavaScript:/*: * @target MZ * @plugindesc Compatibility patch for TUR_ChantingAnimations and VisuMZ Battle Core. * @author Arthran * * @help * * ------------------------------------------------------------------------ * Information * ------------------------------------------------------------------------ * Make sure to place this plugin below TUR_ChantingAnimations in the * plugin manager. It should prevent the crash that occurs when using * animated SV battlers for enemies, and it should also fix the issue where * the chant animation would not properly stop when the "endAnim" parameter * is set to true. * * ------------------------------------------------------------------------ * Terms of Use * ------------------------------------------------------------------------ * Do whatever you want with it. */ (() => { const _Game_Actor_performActionStart = Game_Actor.prototype.performActionStart; Game_Actor.prototype.performActionStart = function(action) { const battler = this.battler(); if (battler?._chantAnim && Imported.VisuMZ_1_BattleCore) { if (TUR.ChantAnimParams.EndAnim == "true") { const animSprite = SceneManager._scene._spriteset._animationSprites.find(sprite => sprite._targets[0] == battler); animSprite._playing = false; animSprite._duration = 0; battler.setBlendColor([0, 0, 0, 0]); } delete battler._chantAnim; } _Game_Actor_performActionStart.call(this, action); }; const _TUR_getChantAnim = TUR.getChantAnim; TUR.getChantAnim = function(actor) { if (!actor.isActor()) { return; } return _TUR_getChantAnim.call(this, actor); }; })();
@ATT_Turan Feel free to merge this into your plugin, should you desire. -
Unless you're willing to pay for such a service this is an unfair take. I get that it sucks but Battle Core alone does a lot, and if every plugin made outside of VS needed a patch, they'd never get around to new stuff.You know, I always thought that the VS team had the right to obfuscate their stuff (they do), but not even being open to make a compatibility patch? That's kinda trash.
It certainly is a shame. But thankfully, I know a guy, who knows a guy, who knows another guy, who's father's daughter's brother's roommate's best friend managed to make a VS Battle Core compatibility patch for this plugin.
My man. Works!
@ATT_Turan I'd say add it in.
I haven't tested this with animated Sideview enemies still, but it likely wont work since nothings added in that checks enemy note tags anyhow
Feature Request,
Alllow Skill specific chanting animations that can be played alongside the `Class -> Actor -> Armor -> Weapon -> States` order instead of replacing it. -
I kind of want to say something and I kind of don't since now I'm just filling up ATT_Turan's thread.Unless you're willing to pay for such a service this is an unfair take. I get that it sucks but Battle Core alone does a lot, and if every plugin made outside of VS needed a patch, they'd never get around to new stuff.
I wholeheartedly disagree. If they did not obfuscate their code then not making patches would be understandable, you can do it yourself (or a scripter). Since the code is obfuscated then what Visustella is saying is "this is our plugins, use them and nothing else, because if you try something else and it doesn't work then that's your reminder that you are not suppose to use something that is not ours". At least that's the impression I get. Even though I paid for the plugins, I'm not sure it was worth it. The whole concept gives me the impression VisuStella is obtuse.
While I do understand taking time to make patches takes some effort and since you started this with the concept of a business in mind, but it's just a matter of understanding the issue and adding compatibility to it, then obfuscate the code and all is good.
It's just the whole concept (which I see) of "We don't care about other plugin creators, just use our stuff".
My two cents?
Three cheers for @Arthran -
I don't want the plugin thread to get derailed into a conversation on VisuStella, but I agree.I wholeheartedly disagree. If they did not obfuscate their code then not making patches would be understandable...It's just the whole concept (which I see) of "We don't care about other plugin creators, just use our stuff".
@Arthran Thanks very much to the unknown relative's friend who made this.
How would that work? As far as I know, only one animation can be actively playing on a target at a time, so see one of my first replies to the thread - how would one determine precedence in that system?Alllow Skill specific chanting animations that can be played alongside the `Class -> Actor -> Armor -> Weapon -> States` order instead of replacing it. -
If that's the case nvm then didn't see that beforeAs far as I know, only one animation can be actively playing on a target at a time,
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I tested it as well and it works quite well, except if I use Visustella's Custom Action Sequences where there's a.. glitch? Not sure if that's the proper word for it: if the character who is preparing their spell while the chant animation plays is attacked, the chant animation will continue to complete but the Custom Action Sequence works as intended.It certainly is a shame. But thankfully, I know a guy, who knows a guy, who knows another guy, who's father's daughter's brother's roommate's best friend managed to make a VS Battle Core compatibility patch for this plugin.
@Puppet Knight and @Kaimi
See if this helps. The version of Battle Core that I tested it with probably isn't the latest one, so let me know if you run into any issues. Paste this code into a new .js file, put it into your plugins folder, and add it to your plugin manager (make sure it's below TUR_ChantingAnimations):
CodeJavaScript:/*: * @target MZ * @plugindesc Compatibility patch for TUR_ChantingAnimations and VisuMZ Battle Core. * @author Arthran * * @help * * ------------------------------------------------------------------------ * Information * ------------------------------------------------------------------------ * Make sure to place this plugin below TUR_ChantingAnimations in the * plugin manager. It should prevent the crash that occurs when using * animated SV battlers for enemies, and it should also fix the issue where * the chant animation would not properly stop when the "endAnim" parameter * is set to true. * * ------------------------------------------------------------------------ * Terms of Use * ------------------------------------------------------------------------ * Do whatever you want with it. */ (() => { const _Game_Actor_performActionStart = Game_Actor.prototype.performActionStart; Game_Actor.prototype.performActionStart = function(action) { const battler = this.battler(); if (battler?._chantAnim && Imported.VisuMZ_1_BattleCore) { if (TUR.ChantAnimParams.EndAnim == "true") { const animSprite = SceneManager._scene._spriteset._animationSprites.find(sprite => sprite._targets[0] == battler); animSprite._playing = false; animSprite._duration = 0; battler.setBlendColor([0, 0, 0, 0]); } delete battler._chantAnim; } _Game_Actor_performActionStart.call(this, action); }; const _TUR_getChantAnim = TUR.getChantAnim; TUR.getChantAnim = function(actor) { if (!actor.isActor()) { return; } return _TUR_getChantAnim.call(this, actor); }; })();
@ATT_Turan Feel free to merge this into your plugin, should you desire.
Thanks for that compatibility patch! Really amps me up!! <3 -
Can you describe the glitch? What should be happening?I tested it as well and it works quite well, except if I use Visustella's Custom Action Sequences where there's a.. glitch? Not sure if that's the proper word for it: if the character who is preparing their spell while the chant animation plays is attacked, the chant animation will continue to complete but the Custom Action Sequence works as intended.
If you issue a different motion to the target in your action sequence, the animation should stop (either immediately or when it ends, depending on your plugin parameter setting). Just being the target of an attack shouldn't affect anything. -
If a character is attacked while chanting, when the spell is cast the chanting animation continues to play to full while it should stop the moment the spell is cast. If a character is not attacked while chanting, when the character in question casts a spell the chant animation stops playing as it should. I hope it's clear now.
I did try to issue a different motion to both the user and the target but the chant animation continues to play to full when the chanter is attacked while chanting the spell. -
Yes, it is. And does this only happen with the VS Battle Core/Action Sequences in play?If a character is attacked while chanting, when the spell is cast the chanting animation continues to play to full while it should stop the moment the spell is cast. If a character is not attacked while chanting, when the character in question casts a spell the chant animation stops playing as it should. I hope it's clear now.
I'll set up some testing to see if it happens in vanilla MZ when the chanting actor is hit. -
With Visustella turned off, whenever the chanting character is attacked the chanting animation stops and when the action ends the chanting animation starts to play from the beginning. When spell chant ends, the chanting animation ends immediately at spell's start as opposed to with Visustella turned ON where the chant animation continues to play until it finishes in its entirety.Yes, it is. And does this only happen with the VS Battle Core/Action Sequences in play?
I'll set up some testing to see if it happens in vanilla MZ when the chanting actor is hit. -
Ah, yes. I had thought the flinch motion was added by a plugin, but it's not, just flinching backwards by a distance is.With Visustella turned off, whenever the chanting character is attacked the chanting animation stops
So that tracks, the call for the damage motion should cancel the animation attached to the chant motion.
And to clarify, this only happens when the attacker's skill is using an Action Sequence? Or regardless, so long as the Battle Core is on?as opposed to with Visustella turned ON where the chant animation continues to play until it finishes in its entirety.
I'll look at the patch above, see if I see anything related, but it sounds like VisuStella might have edited how the motions are called in some circumstances. -
Only with a Custom Action Sequence it happens. If I don't use any CAS chanting animation works as intended.And to clarify, this only happens when the attacker's skill is using an Action Sequence? Or regardless, so long as the Battle Core is on?
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Allow Skill specific chanting animations
So coming back here. I think it would actually be pretty awesome to have skill based animations too haha.
And I'd argue they should take the highest priority in the pecking order
Skill -> Class -> Actor -> Armor -> Weapon -> States
OR maybe even have users able to choose (via plugin parameter) the order priority? -
Alright, it wasn't as much work as I had in my head.
@Kaimi, @Puppet Knight, try it out - added support for the notetag on the current skill as well as the ability to configure precedence via plugin parameter. -
Skills are working, but the precedence seems like it might be in reverse.@Kaimi, @Puppet Knight, try it out - added support for the notetag on the current skill as well as the ability to configure precedence via plugin parameter.
I tested it by default first with a class and skill note tag both present. Skill showed.
Put class at the end of the parameter and it showed instead.