Chanting Animations (MV/MZ)

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Started by ATT_Turan 59 posts Page 3 of 3 View original ↗
  1. Puppet Knight said:
    Skills are working, but the precedence seems like it might be in reverse.


    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.
    Isn't that what it says?

    Instructions said:
    The order of precedence given chantanim notetags, highest precendence on the right.

    And I just noticed my misspelling :wink:
  2. ATT_Turan said:
    Isn't that what it says?
    And that class, is why we don't test plugins at night before bed.

    Though I'm my defense my head went "left to right makes sense" logic lol.


    Any luck with the animation horizontal flip option?
  3. Per skill tags work great, except when an enemy has the same chant skill as a player (in my case I'm testing default RTP Fire I skill with custom chantanim) when an enemy is trying to chant a skill with a chantanim tag, the following error message appears:
    TypeError actor.currentClass is not a function
    Seems it appears to use this line from the code:
    if (precedence[i]=="class" && !isNaN($dataClasses[actor.currentClass().id].meta.chantanim))
    which I think is an attempt to have a class assigned to an enemy? I'm pretty sure there are plugins that allow to assign classes to enemies so I might try using one but TBH I don't think it'll work.
  4. Kaimi said:
    TypeError actor.currentClass is not a function
    Are you using the patch Art posted?
  5. Kaimi said:
    when an enemy is trying to chant a skill with a chantanim tag, the following error message appears:
    The plugin does not support VisuStella SV enemies, you'd need to use the compatibility patch on page 2.

    Compatibility for Yanfly SV enemies is coming Soon (TM).
  6. Also realizing the help was what confused me too after the update to include skill

    1697289456533.png
  7. @Puppet Knight That's the same as it was before, I just added Skill at the end :wink:

    Note they're arrows pointing to the next most important, not greater than operators. If multiple people find it confusing I can reword things in the help, but personally between that and the wording in the parameter description I find it clear.

    Of course, it came from my brain, so obviously I understand it.
  8. Trust me it makes sense once explained.

    From a UX/English standpoint folks are going to likely default to thinking the object left-most in

    Class -> Actor -> Armor -> Weapon -> States -> Skill is the highest priority, and that its describing a top down approach.


    Since the Precedence parameter clears it up well enough.
    I'd just update the helpfile to say:


    The default order of priority is:
    Class -> Actor -> Armor -> Weapon -> States -> Skill
    with Skills being the highest priority


    Separate feature request if not a heavy lift, allow users to use JS in the note tag to determine what Animation to use as well.
  9. Maybe a simple line that says ' Order of precedence is low -> high'
  10. @Puppet Knight I'll put it on a to-do list. For something like <chantanim: $gameVariables.value(69)> it's easy. But if someone puts a greater than operator in there, it'll end the notetag prematurely unless I add a database parser to it.

    So...not today :stickytongue:
  11. ATT_Turan said:
    @Puppet Knight I'll put it on a to-do list. For something like <chantanim: $gameVariables.value(69)> it's easy. But if someone puts a greater than operator in there, it'll end the notetag prematurely unless I add a database parser to it.

    So...not today :stickytongue:
    Thats fair xD

    I'd settle for a variable insert. BUt I can also wait for more complex operations too
  12. Puppet Knight said:
    I'd settle for a variable insert.
    If you want a quick mod, you can go to the TUR.getChantAnim() function and change all instances of Number( to eval(
  13. ATT_Turan said:
    If you want a quick mod, you can go to the TUR.getChantAnim() function and change all instances of Number( to eval(
    giphy.gif

    Follow up mini thing, My animations are flashing during casting. Any way to not have that be a thing? I don't have any flashes set in the MV animation

    1697299807743.png

    Or might that have more to do with the animations blend mode? I set to Normal, but this is one of those random settings that isnt explained well when you hover in engine lol (F1 help doesn't help much either)
  14. You might want to check out some MV animation tutorials on the blend portion. I haven't tested with any custom-made animations, but I haven't seen any flashes that weren't present in the animation settings.
  15. Widdled it down to the blend mode, using anything but "Normal" alters the brightness of the frame drawn. So nothing on your end
  16. ATT_Turan said:
    The plugin does not support VisuStella SV enemies, you'd need to use the compatibility patch on page 2.

    Compatibility for Yanfly SV enemies is coming Soon (TM).
    After I updated your plugin, the patch from the second page didn't seem to work. It appears that after closing the programme and opening it again caused the patch to work actually? Well, it's okay now anyway. :p
  17. Kaimi said:
    After I updated your plugin, the patch from the second page didn't seem to work. It appears that after closing the programme and opening it again caused the patch to work actually? Well, it's okay now anyway. :p
    Might've needed to force a refresh of TURs plugin/open the plugins parameters and hit apply
  18. tur.png

    I'm having some issue with this plugin. If I leave FOSSIL on, it works perfectly and fine. However, if I turn off FOSSIL, which I might have to, whenever the chanting animation starts in a battle it immediately crashes and I get the "this._actor.startAnimation is not a function" error message.
  19. Hardlewisk said:
    View attachment 304259

    I'm having some issue with this plugin. If I leave FOSSIL on, it works perfectly and fine. However, if I turn off FOSSIL, which I might have to, whenever the chanting animation starts in a battle it immediately crashes and I get the "this._actor.startAnimation is not a function" error message.
    If you deactivate FOSSIL you have to also delete the FOSSILindex.html file in the projects root directory

    1715039548606.png