Ver. 1.1.3


This is an important generally recommended bugfix update.

Without this update, battle processing may become indefinitely stalled in some rare cases where a blocking animation plays but the battler sprite opacity is mistakenly stuck at zero. (Both issues are fixed in the update.)

New Features:

  • This plugin now hooks Game_Enemy.prototype.initVisibility, adding the oldGame_EnemyInitVisibility and newGame_EnemyInitVisibility properties to the API.

    This change ensures that enemy visibility is not mistakenly reinitialised by animations’ battlerName changes, which fixes a problem with enemy appearances and disappearances that had been hidden by the left-over opacity check removed in this version.

    Flipbooks add-ins that animate the battler hue can use this API endpoint to similarly stop their hue animation from causing visibility resets. (I strongly recommend against animating hue in RPG Maker MV due to the performance impact there, though.)

Fixes:

  • Removed left-over opacity check in Sprite_Battler.prototype.updateBitmap hook. (This check became redundant when the canAnimate function was added during initial development.) Without this change, an Occasional Battler Flipbooks animation could still become indefinitely stalled in some cases when defeating an enemy, which could prevent game progress if the animation was also set to delay any battle steps. This change also means that enemy effects like ‘blink’ no longer accidentally affect flipbook animation timing.

This update prepares for the release of two add-ins I should have ready some time in the next few days, which together can make use even of cel-less zero-duration animations. Please look forward to it!

Files

TS_Battler_Flipbooks_Core.js (MV+MZ, +.d.ts) 38 kB
Version 1.1.3 Jul 21, 2023

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