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 theoldGame_EnemyInitVisibility
andnewGame_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 thecanAnimate
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
Get Battler Flipbooks Core MV + MZ
Battler Flipbooks Core MV + MZ
A rule-based battler sprite animation engine.
More posts
- Ver. 1.2.4: Independent items compatibilityMay 19, 2024
- Layer example pluginMar 05, 2024
- Ver. 1.1.4Jan 25, 2024
- Ver. 1.0.2Jun 27, 2023
- Ver. 1.0.1Jun 06, 2023
- Small page update (and upcoming patch)May 26, 2023
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