25 search results for "Animated Sideview Enemies"

YEP.44 – Animated Sideview Enemies

Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

You can grab the plugin here:

English Mirror

byBibo’s RTP Battlers.

This plugin requires Battle Engine Core. This extension plugin allows you to animate enemies in a number of ways, from giving static enemies breathing, floating, and scaled attributes to utilizing animated sideview actors as potential battlers for your enemies instead of static graphics to help make your enemies appear more lively!

And as promised, here is the animated slime in all its glory!

Slime1_1

Click to view the full image!

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Driftwood Tutorial on Animated SV Enemies~ && Plugin Updates 56

Our buddy over at Driftwood Gaming made a nice tutorial on Animated Sideview Enemies for those who didn’t quite get how to use the plugin. This offers a more visual approach on how to use it~


 

Some late night updates~

Plugin Updates as of Launch Date to 2015.12.17~

View the changelog here.

To download all available plugins, click here.

If you want to leave a bug report, please do it in the most recent Plugin Update post by pressing Continue~  Continue reading

Yanfly Engine Plugins – Batch Update #3 – RPG Maker MV

Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

You can grab the updated plugins here:

  1. Actor Variables
  2. Battle Status Window
  3. Skill Cost Items
  4. Animated Sideview Enemies
  5. Swap Enemies
  6. Gab Window
  7. Extra Enemy Drops
  8. Profile Status Page
  9. Credits Page
  10. Buffs & States Core
  11. Weapon Unleash
  12. Region Battlebacks
  13. Shop Menu Core
  14. Row Formation
  15. Enhanced TP
  16. Limited Skill Uses
  17. More TP Modes
  18. Item Synthesis
  19. Aftermath Level Up
  20. More Currencies

To download all available plugins, click here.

Support Team Yanfly on Patreon

RPG Maker MV’s 1.5.0 update contains a lot of new features. Of which, the newest plugin parameters add to a lot of quality of life updates. Yanfly and co. will be working on updating the existing plugins to access these new features!

Plugin Updates 2017.02.26

There’s quite a few plugin updates today since there weren’t any in the past weeks. Some rather difficult things came up in my life lately, which was why I wasn’t able to attend to them as often as I normally do. However, I’ve got quite a backlog and decided to finally work on it!

The New Game+ gets a bug fixed where some plugin commands weren’t working properly.

Animated Sideview Enemies gets a bug fix update that made animated enemies behave slightly more different than animated actors. They should be more uniform now.

Critical Control gets a bug fixed where the physical critical modifier replaced the magical critical modifier. This should be fixed now.

Selection Control received an optimization update. Lag that occurred during menu scrolling in the middle of battle is now reduced/removed.

Weapon Unleash receives a documentation update. Fixed a help file error.

Passive Aura Effects gets a bug fixed where if an aura is applied as the last action of a turn, it wouldn’t take effect until the following turn.

For Equip Battle Skills, I’ve fixed a bug that made the help window not update after changing a skill.

Party System received two updates. An updated change for ‘Remove Icon’ plugin parameter: if the icon ID used here is 0, an icon will not be drawn at all and the text will be realigned to the left. The game now refreshes all battlers upon reentry into the battle after entering and leaving the Party change menu mid-battle.

Row Formation also received an update: Game now refreshes all battlers upon reentry into the battle after entering and leaving the Row formation menu mid-battle.

Change Battle Equip also received a similar update: Game now refreshes all battlers upon reentry into the battle after entering and leaving the Equip menu mid-battle.

For Grid-Free Doodads: Calculations made for previous version are now rounded upward instead of rounding down to accomodate for smoother screen scrolling.

Save Event Locations gets an issue fixed where using an event to instantly move an event would not save the event’s location.

Plugin Updates as of Launch Date to 2017.02.26~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Updates #207

Today, we have a rather MASSIVE update. Roughly 40-ish plugins got updated today because of something in particular I wanted to change. That is namely the fact that if you, as the RPG Maker project creator, make a bad line of code for a script call, it would crash your RPG Maker game and halt everything. The player would have to restart (desktop), refresh (browser), reboot (mobile), etc. The game is completely unable to continue. In my opinion, this is something that is absolutely detrimental to gameplay. While yes, the bug shouldn’t exist in the first place, we as creators are all human so it’s very possible and, in fact, likely that we make mistakes with our script calls.

That said, the YEP Core Engine is now updated where script calls for Script Call events, Movement Routes, Conditional Branches, and Control Variables will no longer crash the game. Instead, if the code is faulty, it will be ignored. If the game is in test play, it will open up the debug console and show you the code that caused the crash and the error message that comes with it. For non-test play, none of this will happen with the exception of browser games. The console won’t pop up, but the error message will still display if you happen to open up the debug console in-browser.

Now, I did this separately for all the other plugins that utilize Lunatic Mode, too. However, I could have easily made this change all refer to the Core Engine for this kind of effect. Yet, I didn’t. My reasoning? The Core Engine, despite contrary belief, is not a required plugin for my plugin library to run. The Core Engine‘s main function is to fix the bugs that exist primarily within RPG Maker MV itself and alter hardcoded core aspects that aren’t adjustable from within the editor itself. For this, I’ve made standalone versions for each plugin that utilizes Lunatic Mode. The plugins that will no longer crash due to bad script calls and/or Lunatic Mode will be as follows:

Core Engine, Base Parameter Control, Class Base Parameters, Extra Parameter Formula, Special Parameter Formula, Action Sequence Pack 1, Battle System – ATB, Battle System – CTB, Counter Control, Weak Enemy Poses, Absorption Barrier, Battle. A.I. Core, Buffs & States Core, State Categories, Damage Core, Armor Scaling, Critical Control, Extra Enemy Drops, Hit Accuracy, Life Steal, Target Core, Selection Control, Item Core, Attachable Augments, Item Disassemble, Item Durability, Item Upgrade Slots, Item Synthesis, Skill Core, Limited Skill Uses, Party Limit Gauge, Skill Cooldowns, Skill Cost Items, Instant Cast, Skill Learn System, Equip Core, Equip Requirements, Weapon Unleash, Auto Passive States, Passive Aura Effects, Enhanced TP, Enemy Levels, Job Points, Row Formation, Steal & Snatch, Map Select Skill

The other plugins that are updated today also received optimization updates. They are the Class Change Core, Battle Engine Core, Animated Sideview Enemies, Battle Status Window, Party System, and Event Chase Player plugins. They are made to go faster now and consume less system resources. Please update them accordingly.

As for other changes, the Core Engine got some new plugin parameters. Some of you may have noticed that as you enter battle, during the battle transition, all the sprites on the screen disappear. This involves anything that includes players, characters, doors, treasure chests, torches, other lighting effects. And it looks really really bad in some cases. The new plugin parameters now have a way for you to decide if you want them to disappear or not (and whether or not they appear in the background snapshot for battle). The Event Mini Label plugin also gets an update for this letting you decide if you want the mini-label windows to disappear or remain visible as the battle transition occurs.

The Animated Sideview Battlers plugin also got a new update to add the “Floating Death” plugin parameter. This will allow you to enable whether or not you want floating enemies to remain floating or instantly fall to the ground when collapsing. There are also new notetags that will allow one or the other for this, too, if you want to set them individually.

Whew, what an update!

Plugin Updates as of Launch Date to 2016.11.20~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Updates #204

It’s not the usual end of the week update since there was an update made today to RPG Maker MV to version 1.3.2. There’s a lot of things fixed with the engine, but at the same time, there was a huge oversight with one of the design changes they decided to make as it may break a lot of potential plugins out there from working properly.

The main issue I want to address is with the Game_Actor.isSkillLearned function change. Previously, the function worked off of only skills that an actor inherently knows and not skills acquired through equipment temporarily. With the version 1.3.2 update, there is now a function change to now include the acquired skills through traits. The main reason? I suspect it’s to make the conditional branch to check an actor has learned x skill return true.

However, this is problematic for a couple of reasons. A skill that is learned inherently is vastly different than a skill that is acquired temporarily through equipping a piece of equipment, especially if the other functions that utilize Game_Actor.isSkillLearned haven’t been updated. The ones I’m mainly talking about are the actual Game_Actor.learnSkill function and the item effect to teach actor skills through consumable items. Both of those functions check to see if the actor has learned the skill through Game_Actor.isSkillLearned, which means, it can be blocked and cause problems.

You’ll now encounter problems like this:

  1. Harold hasn’t learned the Heal skill.
  2. Harold equips Healing Shield. It gives Harold access to the Heal skill temporarily.
  3. Harold levels to level 5. Level 5 should be when Harold learns the Heal skill.
  4. Harold doesn’t learn the Heal skill inherently because the game now registers him as having learned it through the function update.
  5. Harold unequips the Healing Shield.
  6. Harold no longer has Heal and can’t learn it through leveling anymore.

The Core Engine update will address this issue and fix it. However, it will not revert the Game_Actor.isSkillLearned back to what it was. Instead, the checks inside the functions for learning a skill via levels and consumable item effects will now check for the raw skill library instead. What does this mean? It means those functions will continue working properly. However, other plugins that utilize the Game_Actor.isSkillLearned will need to be updated to check if the raw skill library instead. Yanfly Engine Plugins will be updated to check for this. but other plugins not made by me won’t necessarily have it updated. Keep that in mind as you use other plugins.

The Message Core gets a compatibility update with Message Macros for ‘Name Box Auto Close’ option. This is so that text macros made by the Macro Messages plugin will now be transferred properly for the Name Box Auto Close parameter.

The Battle Engine Core gets an update to match the RPG Maker MV 1.3.2 changes for counters and reflected actions.

The Animated Sideview Enemies plugin gets updated. The RPG Maker MV 1.3.2 update broke animated sideview enemies causing them to stagger back and forth. This update should get it fixed.

The Counter Control plugin gets an update to match the RPG Maker MV 1.3.2 changes for counters.

The Victory Aftermath plugin gets an update for the RPG Maker MV 1.3.2 change to measure skill change differences that would have been blocked by temporarily learned skills acquired through traits.

Limited Skill Uses gets a compatibility update with Equip Battle Skills and Equip Skill Tiers. Before, skills that were used that weren’t equipped wouldn’t reset after battle. Now, it should happen for all skills.

The Skill Learn System plugin gets an update for the RPG Maker MV 1.3.2 change to detect skill learning that would have been blocked by temporarily learned skills acquired through traits.

The Passive Aura Effects plugin gets a bug fix that would conflict with Taunt and Selection Control plugins making some aura effects randomly disappear.

Equip Battle Skills gets an update for the RPG Maker MV 1.3.2 changes as well. Likewise with Equip Skill Tiers.

Grid-Free Doodads gets its first update fixed a bug that caused doodads to overlap onto the other border of the map if it was clipped off.

Whew! That’s quite a few changes. I hope everybody’s update to MV 1.3.2 transitions smoothly!

Plugin Updates as of Launch Date to 2016.10.20~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Update #199

A couple of plugins got updated today.

The Battle Engine Core gets an update for the targeting scope that caused dead actors to be not omitted during “Not Focus” segments.

Action Sequence Pack 1 gets a documentation update for “Action Common Event” and “Common Event” stating that they will not immediately launch during a forced action. This is because forced actions must be launched from events. If you do an event to run a forced action that runs a common event, the game will end up getting tangled up in a huge mess of conditions. Imagine this: An event that does a forced action, which in itself does a common event, stopping midway to do another forced action, and in that forced action does another common event, etc. That in turn causes huge problems for MV. The interpreter can only have so many layers before it ceases to work properly.

Animated Sideview Enemies gets an update to comply with both Pixi2 and Pixi4. Pixi4 update made a bug that caused state icons to fly off the screen for enemies. There is also a compatibility fix with YEP_X_VisualStateFX regarding state sprites being disabled and causing crashes.

The Gab Window gets a new plugin command: WaitForGab. This plugin command causes the game to wait until all gabs are finished playing.

Plugin Updates as of Launch Date to 2016.09.11~

To download all available plugins, click here.

To download all available plugins, click here.

Plugin Updates #198~

 

Five plugins have been updated tonight.

The Core Engine is updated so that way, the battleback will stretch out properly in Front View. I was pretty sure this was fixed before, but it seems that since MV 1.3.1 updated, this must have undid itself again somehow, so it will get fixed… again.

Animated Sideview Enemies gets a compatibility update with YEP_X_VisualStateFX to disable State Overlays on enemies properly if you wish to disable them.

Item Core now has the Random Variance plugin parameter disabled by default. Too many people installed this plugin without reading through the help file and setting up the plugin properly, then started posting bug reports about gear having “incorrect” stats onto the main forum.

Skill Learn System now has its dependency removed on YEP_JobPoints.js if using the Integrated Skill Learn menu.

Event Mini Label is now updated to readjust their size to show at normal scale if the map is zoomed in.

Plugin Updates as of Launch Date to 2016.09.04~

To download all available plugins, click here.

Plugin Updates as of Launch Date to 2016.09.04~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Updates #193~

A group of plugins got bug fixed this update!

For the Battle Engine Core, I’ve fixed a bug where if the enemy’s size is too small, the enemy’s name during selection will be cut off. Now, the window will automatically default to a usable size.

Action Sequence Pack 2 and the Animated Sideview Enemies plugins got fixes for a bug that caused scaled enemies to have their state icons and overlays appear in odd places. It should be working fine now. The Animated Sideview Enemies plugin is also fixed for a bug that caused the <Sideview Show State Overlay> and  <Sideview Hide State Overlay> notetags to not work.

The Item Disassemble plugin gets a bug fix for a bug that caused NaN values to appear for the displayed rates. It should now display rates as normal.

And finally, Event Chase Stealth gets a bug fixed for a bug where changing the stealth movement speed would affect all events on the map. Now, it only applies to the player character.

Plugin Updates as of Launch Date to 2016.07.31~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Update #189~

There’s quite a few updates today.

The Message Core plugin gets a new plugin parameter: the ‘Name Box Close’ plugin parameter. If this is enabled, the message window will check for the Name Window speaker each time a follow up message occurs. If the name in the currently Name Window matches the name in the following Name Window, the message window will remain open. If it doesn’t, the Name Window will close and reopen to indicate a new speaker.

Animated Sideview Enemies gets a bug fixed. Previously hidden animated battlers will now no longer appear earlier than usual.

Battle A.I. Core gets a compatibility bug fixed that caused certain conditions to bypass taunts.

For the Selection Control, the target selection process has sorting algorithm changed to better fit actors based on their visual position on the screen.

The Equip Core gets an optimization update.

Auto Passive States gets new plugin parameters: the ‘Actor Passives’ and ‘Enemy Passives’ plugin parameters. This will cause all actors and enemies respectively to be affected by the listed states as passives.

Fixed a bug in Actor Party Switch that caused subsequent battles to have actors appear in the wrong positions.

Row Formations gets a feature update: Updated <Default Row: x> notetag to also include <Default Row: x, x, x> so that actors or enemies can start in any of those default rows. If multiple rows are included, then at the start of the game (for actors) or start of battle (for enemies), the battler will start in a random row included.

Swap Enemies also gets a feature update: if a swap enemy swaps into another swap enemy, it will then draw out a swap target from that enemy for up to 100 loops.

Plugin Updates as of Launch Date to 2016.07.03~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Updates 187~

A lot of plugins got updated tonight. Most of which are optimization updates to make the game consume less resources.

The Battle Engine Core is updated to have Forced Action Sequencing work more efficiently as well fix a bug that caused Action Times+ traits to not work properly in DTB.

The Animated Sideview Battlers plugin gets updated to work more efficiently. Enemies that have notetags making them use sideview battlers will “erase” their static battler image when the game itself runs. This is so that the engine doesn’t utilize both the statics (which will never be seen) and the animated battler image (which will always be seen when used). Less resources used means smoother gameplay.

The Battle Select Cursor is optimized to consume less resources. It will now consume even less resources when not visible.

The Battle Status Window is also optimized to redraw faces only when necessary, consuming less resources in the process.

The State Categories gets a small update. States with the <Category: Bypass Death Removal> notetag can now be added to already dead battlers. Previously, being dead nullified being able to acquire any kind of new state period. This category will now allow you to bypass that restriction.

The Party Limit Gauge gets a bug fixed that didn’t apply the ‘Party Max Bonus’ parameter properly. This update now fixes that.

The Common Event Menu gets two new plugin parameters: ‘EnableCommonEventMenuCancel’ and ‘EnableCommonEventMenuConfirm’ for users who don’t wish to clear out their whole common event menu.

Plugin Updates as of Launch Date to 2016.06.23~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.


The Save Core and FPS Synch Option plugins got updates but nothing worth warranting a version up. They were updated now with a check that if your project’s version of RPG Maker MV’s core code isn’t version 1.1.0 or higher, the plugin will simply not run the project until the project is updated to it. This update is to reduce the number of users who simply do not read the instructions that are nothing more than a couple of lines away from the download link in RED TEXT, but decide they would like to report it as a bug on the support threads. You guys know who you are.

Plugin Updates 180~

Quite a few plugin updates tonight. Some are fixes, others new feature additions. The Save Core gets a bug fix that caused the names of actors used in the save file to appear as their default name in the save menu even if in the save file, the name was changed. The Battle Engine Core gets an update for it. If another plugin enters a special menu while inside a battle and there aren’t any battlebacks, it will not take a snapshot of the current battlers. Animated Sideview Enemies gets a fix that caused icons to appear at the base of the enemies if users aren’t using Action Sequence Pack 2. Auto Passive States gets an update that allows it to check the passive conditions of various states without conflicting with other passives. The Event Mini Label gets two new parameters added to it: Added ‘Diagonal Range’ plugin parameter to allow you to decide if a player is considered to be within range counting diagonal tiles from the event or traditional distance and added ‘Side Facing’ plugin parameter to let you decide if a player is considered to be facing the event if the player is adjacent to the event.

Plugin Updates as of Launch Date to 2016.06.08~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Updates 175~

Action Sequence Pack 2 and Animated Sideview Enemies get reworked a bit to have state icons and state overlays to work more intuitive. Because the default nature of RPG Maker MV never intended for battlers to be jumping at one another, let alone floating, the positioning of the state icons and state overlays stayed at a consistent height. This update makes it so that if your battler is jumping/floating, the icons will travel with you.

Plugin Updates as of Launch Date to 2016.05.22~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Updates 127~

Ever since the version 1.1.0 update for RPG Maker MV, there were only a couple of plugins that needed updating. However, I decided to dig a little bit deeper and one of the core aspects regarding Database loading for RPG Maker MV has been updated to not reset uncontrollably. That said, I’ve decided that the following (big) list of plugins could use an update to make the loading process more efficient. And while these plugins are updated for v1.1.0, if you decide to stick with RPG Maker v1.0.0 for whatever reason, these plugins will still work for your project so fret not! However, I do recommend the update to a higher RPG Maker MV version for the awesome new features!

Plugin Updates as of Launch Date to 2016.03.04~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.