Posted July 21, 2023 by Tamschi
#update #changelog
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:
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!