If Battle Reaction Flipbooks allow me to have specific skills trigger specific animations from the target on hit, without any frame limit, it’s already a lot. […]
That’s correct. There are no frame- or animation-count limits (beyond how many you can load into memory at once).
If certain animations can occur only in few battles (for example due to a specific boss’s attacks), you should use the “Filter subject?” condition for them though, as that avoids preloading them elsewhere.
I do have a few additional questions:
- Do you have something similar for states? For example loop a specific animation while the character is idle, but under a specific state (such as charmed, poisoned, etc.)
Same situation as with “Battler Action Flipbooks”, unfortunately, but may be a bit easier to make since I wouldn’t have to deal with battle phases 🤔
I’ll see what I can do, but please don’t take that into account right now since I don’t know when I’ll be able to focus on it.
If having only one entrance animation and idle loop is okay for now, Battler Entrance Flipbooks will do that.
- I might need to have the animation used when reacting to the skill depend on some other variables (such as what the character has equipped, or because I might swap the battler spritesheet in specific conditions and the animations should match the current battler spritesheet), is that possible?
Yes. Not in terms of current spritesheet directly, but equipment, states and switches are all available as built-in conditions. (You can use the free-form “JS condition” to check the spritesheet, but that requires a little bit of JS and engine knowledge.)
You can also filter by how much damage was incurred (absolutely or as percentage of HP) or how effective the attack was, and such.
- And lastly, how hard is it to make use of your plugins for someone who is not particularly well-versed in javascript? I am used to mostly do basic stuff like make script calls, use notetags (like action sequences), create folders and put the right assets at the right format in them…
Technically you don’t have to touch the keyboard at all to set up the reactions you mentioned. Everything is configured using structured plugin parameters and will use the appropriate picker where available. You can also choose to use text-mode entry for each parameter, of course.
You can define your own note tag in “skills w/ note tag” too, which is likely more convenient than selecting each individual skill. (Also possible for actors/enemies that react or are the attacker!)
All parameters come with descriptions explaining what they do.
There are some advanced features like “flipbook tags” that you can use to make animations conditional on other animations just before, which might be a little more difficult to get into.
For example, you can use that to show progressively worse crumple animations for each hit in a multi-hit combo or animate differently when the party gangs up on an enemy and slices and kicks them in quick succession (or vice versa).