![]() These action sequences do not have camera zooming in them, but I'm 99.9% sure it CAN be added if you really want to. Side Note: Unfortunately for some of you, I do not use yanfly's action sequence 3 which controls the zooming in and out of the camera function in battle. If this does not work for you, please feel free to message me and I will help you work on it together! HUGE Thank You to and of the Lunatic discord server for helping me with this.Īnd also for noticing a big problem I had with the original method, which in turn, helped make this thread better and more accurate. Once this is all set up, normal sv enemies, dragonbones enemies, and your players should all work the way we want them to and we can use both styles at the same time for enemies. ![]() ![]() So make a new skill, title it Attack, and copy your damage formula from your normal Attack skill (if that's what you want it to be) and make the note tag say this: Now remember, whatever number the skill is in your database, that's what were replacing the x with in the Always Skill: part of the enemy's note tags. Now the last part we need to make, is an extra Attack skill that will be used only by dragonbones style enemies. You can have as many "Always Skill: x" commands as you want in this section, JUST MAKE SURE YOU ADD ONE FOR THE NEW DEFAULT ATTACK SKILL WE ARE ABOUT TO CREATE. It's worth noting this section MAY already be in the note tag of your dragonbones enemies, this section is how you tell dragonbones style enemies what special attacks you want them to do. (for example I made mine skill number 13, so that should say Always: Skill 13) X is going to replaced with the number of a new skill we create in the skill page of the database. So, for ALL your dragonbones enemies in they're individual note tags on the enemies page of the database, right below where it says add this. What this part will do is properly select the right animation of what weapon your player is using, and fix the problem with the non-dragonbones enemies Attack animations.īUT WAIT THERE'S ANOTHER STEP WE NEED TO TAKEįor dragonbones enemies however, we need one more action sequence because the above one does not work properly for them. Replace your Action Sequence for the Attack Skill with this one. PLEASE READ THIS WHOLE THING VERY CAREFULLY! IT'S KINDA A LOT TO EXPLAIN AND YOU NEED ALL THE PARTS FOR THIS TO WORK PROPERLY! Ok, so what is causing this problem, is actually from the way the action sequence is set up in the note tag of your normal Attack skill (not the enemy note tag, the actual skill #1 Attack, in your database). Here is an example, this is a default sv enemy from Aekashics. They still do the idle animations, take damage animations, and move up towards my players to attack, but they will not do the attack animations such as thrust/swing/missile. Now after following the instructions provided I was able to setup those types of enemies to also work properly.īUT THE PROBLEM IS, with DragonBones's plugin turned on, now all my non-dragonbone animated enemies no longer do the attack animations. Ok, so I'm using yanfly's animated sv enemies plugin (YEP_X_AnimatedSVEnemies) for a majority of the enemies in my game, they all work as intended using the various note tags you are supposed to use and such.īut I wanted to also add DragonBones style enemies to my game. UPDATE: Scroll down to the first comment in the comments section of this post if you have this same problem! I have fixed it!!!! ![]() ![]() Problematic Plugin: KELYEP_DragonBones v1.05 & YEP_X_AnimatedSVEnemies working together. ![]()
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