My battle core plugin handles that. The vanilla engine only plays one of the 18 default motions of a sprite sheet. The battle core plugin allows you to play any number of motions, up to any number of frames per motion, during skill execution.
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I did not see that there were new comments until now as I wasn't notified by itch's notification system, so I apologize for this late reply. I have subscribed to this post so I will be notified from now on, but consider joining the discord and tagging me there instead for faster responses.
You need to update your nwjs versions if you are using the MV version of the plugin. The plugin uses es6+ syntaxing that isn't usable with the default nwjs version that MV comes with. You can check this link on how to do that.
- Create an 'fv_actors' folder in your 'img' folder.
- Place your front view sprite sheets there. The sprite sheets follow the same format as the side view sprite sheets (sprites arranged in 9x6 manner).
- Add <FVAA_FVImage:filename> note to your actors. Replace 'filename' with the name of the front view sprite sheets.
- Change 'Sprite Appearance' in the plugin parameters to 'Front View Spritesheet'
This is a mis compatibility with the newest version of the battle core. Pushed an update just now to fix it (v.1.0.1).
For future references of other readers, as of writing:
v.1.0 of this plugin is compatible w/ <= v.1.0.3 of the battle core.
v.1.0.1 of this plugin is compatible w/ >= v.1.0.72 of the battle core.
You can change the background with the following script call:
ThreeManager.changeTexture("filename.ext");Run the above code every x frame in a parallel event and now you have an animated background. Something like so:
ThreeManager.changeTexture("Port_1.png");
Wait: 5 frames
ThreeManager.changeTexture("Port_2.png");
Wait: 5 frames
ThreeManager.changeTexture("Port_3.png");
Wait: 5 framesI initially did not add the new map to the MV version, but I was sure it still had the updated version of the plugin. Either way I wasn't getting the error you were having. Was it a consistent error upon map load or does it only happen at times?
Anyways, I have just pushed an update to the MV demo with the new Volley Pal map and ladder event. See if the error persists and If I did just forget to update the demo. If you have MZ, I recommend you using that one instead. MV has limited lines for script calls so I had to one line all of them, and it's not gonna be user friendly to look at and study.
The gauges don't persist across scenes. When you create a gauge and move to another scene and back to the map, you have to recreate that gauge again. See implementation in common event #1 where it continuously checks if the hp & mp gauges are present in the map scene, if not, then it creates them. These are done automatically with event-tied gauges because it checks for the necessary comment to reconstruct the gauges once the event loads.
I have pushed an update for the position fix (v.1.0.1).


























































