SV Animation Help

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Started by Mihe 10 posts View original ↗
  1. Hi I'm having trouble getting the enemy battler to properly animate.

    Here's what happens: https://gyazo.com/6f953c56a48e471c0ea3e6a05b37bf71

    I'm using these plugins in this order: https://gyazo.com/243ddc91a5c8cd2ff33e04102bb3d392

    This is the enemy's notetag:
    Code:
    <Sideview Battler: VampireCountess-F>
    <Sideview Battler Frames: 6>
    <Sideview Battler Speed: 8>
    <Sideview Battler Size: 32,35>
    <Sideview Battler Motion>
    Name: Walk
    Index: 0
    Frames: 6
    Loop
    </Sideview Battler Motion>

    Here's the sheet: https://i.imgur.com/jnkHSLc.png
  2. Anyone know why this is happening?
  3. I still can't get this to work properly
  4. Mihe, please do not bump your topic unless it has been 24 hours later since your last post. You can review our forum rules here. Thank you.

  5. bump
  6. By properly animate what exactly are you trying to make the battler do seems like its stuck in a loop?

    First Remove YED sideview battler plugin and just use Yanfly's animated_sv_enemies plugin. I think you are trying to use two plugins that do the same thing, which is let you use battler sprites for animating enemies . Then animate with the Yanfly action sequence packs commands in the skills notetags section of the skills that that enemy is going to use.

    Try that out see if it works. Using Just these plugins nothing else.... Core Engine, battle engine core, action sequence packs 1-3, and animated_sv_enemies in that order. Make sure you battler sprite sheet is in the sv_actors image folder and the enemy note tags exactly like this including the <> charaters

    <Sideview Battler: SF_Actor3_8>



    Here is a simple normal run up and attack sequence put it in normal attack skill note tags. ----requires all 3 action packs--- from here you can create more advanced actions for casting attacking etc.

    Seq
    <target action>

    if user.attackMotion() !== 'missile'

    move user: target, front, 10, offset x -50, offset y -1

    else

    perform start

    end

    wait for movement

    motion attack: user

    camera focus: target

    zoom: 115%

    wait: 5

    attack animation: target

    wait for animation

    action effect

    reset camera: 20

    reset zoom: 20

    </target action>



    I know you can do it good luck sir!!!
  7. Davidson_Audio_ said:
    By properly animate what exactly are you trying to make the battler do seems like its stuck in a loop?

    First Remove YED sideview battler plugin and just use Yanfly's animated_sv_enemies plugin. I think you are trying to use two plugins that do the same thing, which is let you use battler sprites for animating enemies . Then animate with the Yanfly action sequence packs commands in the skills notetags section of the skills that that enemy is going to use.

    Try that out see if it works. Using Just these plugins nothing else.... Core Engine, battle engine core, action sequence packs 1-3, and animated_sv_enemies in that order. Make sure you battler sprite sheet is in the sv_actors image folder and the enemy note tags exactly like this including the <> charaters

    <Sideview Battler: SF_Actor3_8>



    Here is a simple normal run up and attack sequence put it in normal attack skill note tags. ----requires all 3 action packs--- from here you can create more advanced actions for casting attacking etc.

    Seq
    <target action>

    if user.attackMotion() !== 'missile'

    move user: target, front, 10, offset x -50, offset y -1

    else

    perform start

    end

    wait for movement

    motion attack: user

    camera focus: target

    zoom: 115%

    wait: 5

    attack animation: target

    wait for animation

    action effect

    reset camera: 20

    reset zoom: 20

    </target action>



    I know you can do it good luck sir!!!
    If I remove YED Sideview Battler plugin then my animations won't work at all. I need that plugin for my 6-frame animations. See the character on the right is how it should be working. The character on the left is what is messed up.