MV, animated SV enemies with Yanfly and Yami

trying to make an animated enemy but having trouble making it work

I’m using both yanfly and yami’s plugins as well as their patch by master2015hp to address their incompatibility but so far none of the supposed fixes I found are changing anything

the enemy continues to jumps across the screen

game_f7cEjiCPYb

I’m aware there have been other posts about a similar issue but their fixes, such as updating the plugin, haven’t worked in my case

Welcome to the forums @dragonmanX!

I haven’t run this exact combo myself, so I’m spitballing a bit. What size is each frame on your $lily_battlesprites sheet? I don’t see a size tag in your notetag screenshot and I’m wondering if that’s where the jumping comes from. Yami’s plugin assumes 96x96 frames unless you tell it otherwise, and its own help notes say that when it’s paired with Yanfly’s Animated SV Enemies the sprite width and height should be set manually instead of left on auto. What if you tried adding these to the enemy’s notetag with your actual frame size:

<Sideview Battler Size: 96, 96>
<Sideview Width: 96>
<Sideview Height: 96>

The first one is Yami’s tag, the other two are Yanfly’s. If the frame size is off, Yanfly’s plugin could be working out the enemy’s position from the whole sheet instead of one frame, and that could explain why it slides across the screen.

One other thing, the itch page for master2015hp’s patch has a v2 file as well. If you’re on v1, maybe give v2 a try.

sorry, that got removed during one of the fixes I tried, and forgot to add it back in, though the result is the same and I’m already using v2 of master’s patch

for that sprite it’s 139x139

I swear it wasn’t working before when I had the sprite dimension entered

game_KZluPfuY2i

but now it is :stuck_out_tongue:

sorry for wasting your time

Sweet, glad it’s working again!

well the idle works at least, but now having trouble getting it to do anything else,

it’s not allowing any other motions to play

neither of the note commands from both Yanfly or Yami have been working, or more

game_0SAD4wLipd

her enemy notes are set up like this currently;

Yanfly’s Animated Sideview Enemies sets an enemy’s basic attack motion to thrust by default, and her notes only have walk and swing. When a motion isn’t set up, Yami’s plugin falls back to walk, which could explain why the attack just keeps playing her idle. What if you tried adding this to her notes:

<Sideview Attack Motion: swing>

Also in Yami’s plugin, Index is the row number starting from 0, not a frame count. So if her swing frames are on the second row of the sheet, that would be Index: 1 instead of 11. Index: 11 would be looking at the 12th row down.

no change,

and the index # is correct, the swing animation is on row 11, it’s a 14 row sprite sheet

Ah ok, Index 11 lines up then, thanks for the sheet.

What order are Battle Engine Core, Animated Sideview Enemies, Yami’s plugin, and master2015hp’s patch in on your Plugin Manager? Yami’s help says it should go under both of Yanfly’s, and its enemy support only turns on if Animated Sideview Enemies loads before it.

One test that might narrow it down, give her a skill with this in its notes and have her use it:

<whole action>
custom motion swing: user
wait: 60
</whole action>

If swing plays there, I’m wondering if the sheet and motion notes are fine and it’s something with how her attack motion gets picked. If it doesn’t play, I think that would point more toward the plugin order or the patch.

only change is she flashes out before moving in to attack, but I think that’s because it’s treating it like a skill and not the default attack

game_j75cQCWvyi

Your plugin order looks right to me, so I don’t think it’s that.

Could you try that same test skill on Nilly with the same Sideview Battler Motion notes? If swing plays on her, that would point at the enemy side of things (Animated Sideview Enemies or the patch) rather than the sheet or the notes.

It might also be worth a quick battle test with UltraMode7, QPlus, and QSprite turned off. I don’t know that any of them touch battle sprites, but it would rule them out.

applied it to the default attack, cus the skill version wasn’t showing up for the player, but same result.

so it is trying to play the swing motion but it’s can’t find the frames on the enemy side?

game_t7sBqT5WHY

and no change when trying again with mode7, Qplus and Qsprite turned off

Since Nilly didn’t play swing either, I don’t think it’s only the enemy side.

What if you tried temporarily changing her walk motion to Index: 11 and Frames: 7? Idle already works, so if she loops the swing frames cleanly while standing, that would mean the sheet is fine and the attack just isn’t calling swing. If the frames come out cut off, shifted, or blank, I’m wondering if the lower rows on the sheet aren’t lined up to 139 pixels.

just to clear something up, the one on the right is lily, the player character.
the one on the left, Nilly is the enemy version.

For lily on the right, her swing is playing,

but for Nilly, the enemy, it doesn’t

so on the enemy you want me to change her notes?

which was something I had tried previously, but it insists on playing the top row regardless, but now it flashes cus now it’s counting the empty frames after the first 4

game_4vNiBpgTI6

Ah gotcha, I had Lily and Nilly backwards, thanks for clearing that up.

It sounds like Frames: 7 is being read, since she flashes on the empty frames, but Index isn’t. Yami’s plugin sets the row straight from Index, so I’m wondering if something loaded after it is overwriting the row, and master2015hp’s patch is the only plugin below it.

What if you tried a battle test with the patch turned off? Put her walk back to Index: 0 and Frames: 4 first, and add these next to her Sideview Battler Size tag, since Yami’s help says the width and height should be set manually when it’s used with Animated Sideview Enemies:

<Sideview Width: 139>
<Sideview Height: 139>

If she jumps around again without the patch, maybe try the v1 patch file instead of v2.

I tried it with the patch turned off, then removed completely, then V1

and no changes at all

image

Thanks for testing all of those, that at least rules the patch out.

Is that the whole notebox now? I don’t see the Sideview Battler line or the motion blocks in that screenshot, so I just want to make sure they didn’t get dropped during the patch testing.

Kind of limited on where else to take this right now. I don’t own any of those plugins unfortunately.

this is the whole note for the enemy;

Thanks, those notes look right.

When you tried walk at Index: 11 and Frames: 7, it used the 7 frames but stayed on the top row. I’m wondering if Animated Sideview Enemies is redrawing her frame after Yami’s plugin with its own row.

Try this out. Put it at the very bottom of your plugin list and run that walk Index: 11 test again. If she loops the swing row, set walk back to Index: 0 and see if her attack plays swing. I can’t test it since I don’t have these plugins, so no promises.

BAZ_YEDEnemyRowFix.zip (856 Bytes)

I think I might have misunderstood,

I thought you meant move YEP_X_aniimatedSVenemies to the bottom, and that actually worked

the enemy is playing other motions now

game_hxr5OYYIGT

I did move the plugin back to where is was and tried a test battle again, and it still working, so I’m back to not knowing anything :sweat_smile:

should I still try the js you attached?