MV - KelYep DragonBones doesn't show flashes

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Started by Blackfield 10 posts View original ↗
  1. Hi! I am using the animations in the database to make characters flash, following the instructions from here:
    flashing color on character events
    However it didn't work anymore at some point. Now I started looking for the error and found out, that the KelYep plugin is making trouble for some reason. I can still hear the sound of the flash but the target doesn't flash anymore.

    Did you guys ever experience this? Is there a solution? p.s.: That is the plugin:
    Dragonbones Integration (YEP) - Yanfly.moe Wiki
    Thanks!
  2. Does anybody know how to contact TheGreenKel or Yanfly? That is clearly a bug of the script. I turned ALL other plugins off and just used the standard character flash - it doesn't work. When I disable it, it works. Probably that might even be a really easy fix? I mean I paid for the yanfly library sooo it would be really nice to have it working :D
  3. *push* anyone else interested? I am missing the deeper knowledge behind the RPG Maker but from my perspective at least the bug should be identified quite easily.
  4. Soorry, one last push in the hope someone can have a look :)
  5. So to get stuff out of other threads and clarify this, you're saying that animations with a flash entered in the SE and Flash Timing list do not function when you have the KelYep Dragonbones plugin on?
  6. Yes that is correct. I disabled all other plugins to verify that it is happening because of this one. Unfortunately I don't know which routine is run for the "flash" command in the database animation section.

    Actually the sound and the wait time until the animation is over works still but the target doesn't flash anymore.
  7. Well, it's called by Sprite_Animation.startFlash() and goes from there.

    That isn't overridden in the DragonBones, but I do see the version 1.08 note that there was a fix for flash colors on battlers. Are you using the newest version of the plugin?
  8. Yes I am using the newest one.
  9. I had this problem quite a while back. In one of their fixes, some of the folks who were maintaining the YEP stuff ended up overwriting some of Sprite_Base's behavior without tying it back to the original behavior if it didn't meet their special cases. To fix it, find the following:

    JavaScript:
    // Code provided by Irina and Swift Illusion
    Sprite_Base.prototype.setBlendColor = function(color) {
      if (this._battler) {
        if (this._dragonboneSprite) this.setDragonbonesSpriteFlashColor(color);
      } else if (this.parent._battler) {
        if (this.parent._dragonboneSprite) this.parent.setDragonbonesSpriteFlashColor(color);
      }
    };




    And replace it with:
    JavaScript:
    // Code modified by Proxxie from Irina and Swift Illusion code to avoid writing over method of the
    // same name on Sprite class
    Sprite_Base.prototype.setBlendColor = function(color) {
      if (this._battler) {
        if (this._dragonboneSprite) {
          this.setDragonbonesSpriteFlashColor(color)
        } else {
          // Original behavior on sprite prototype
          Sprite.prototype.setBlendColor.call(this, color);
        }
      } else if (this.parent._battler) {
        if (this.parent._dragonboneSprite) {
          this.parent.setDragonbonesSpriteFlashColor(color)
        } else {
          // Original behavior on sprite prototype
          Sprite.prototype.setBlendColor.call(this, color);
        }
      } else {
        // Original behavior on sprite prototype
        Sprite.prototype.setBlendColor.call(this, color);
      }
    };

    I'm sure there's a more elegant way to write it, but it works. I've been using it for quite a while.

    Edit: I remember now - I wrote it ugly for performance reasons. Using compound conditionals would've looked much nicer, but would've been slower in most cases.
  10. I - Love - You! :D

    Awesome, works perfectly :) Thanks 2000!