ERILEX'S PROFILE
Erilex
3452
"This was so bad it SCARred me for life"
Search
Filter
November 1st
Overlapping "screen" battle animations in RMXP
In case any of you care (and if you use RMXP you should!) an extremely cool guy called MGC over at the RMVXP forums has fixed this for me:
Link to post
Just paste the script over main and you are good to go. Crediting him somewhere would be the polite thing to do.
Link to post
Just paste the script over main and you are good to go. Crediting him somewhere would be the polite thing to do.
Overlapping "screen" battle animations in RMXP
The fire animations of RMXP have little to no transparency. It's easier to notice with animations that make extensive use of alpha channels. Use default skills like Mass Thunder or Radiate against a group of a single enemy, then use them again against groups of six or more enemies. I'm sure you'll notice the difference (especially when using Radiate).
Overlapping "screen" battle animations in RMXP
post=154646
I think this is something to do with the battle animation itself, rather than something to do with how the skill is set up...
Go to the battle animations tab and there will be a drop-box that says "Scope".
If this scope is set to "Global" (or some such) then it won't focus on any one enemy and will only play once (i.e. target the middle of the screen) regardless of the skill being "one enemy" or "all enemies".
If it says "Local" (or some such) then it will focus on each enemy and, therefore, will play once for each enemy that is targetted by the skill.
You just need to make a new animation with a "Global" rather than a "Local" scope.
Disclaimer: The above advice is based on RM2K/3 knowledge. I am assuming RMXP is set-up in a similar way as far as the default animations/battle system are concerned.
Apparently I'm unable to properly explain myself. Setting the animation's scope to global (or in RMXP's lingo, setting its position to "screen") is the root of the problem. "Local" animations play just fine, separate instances over each of the targets. "Global" ones play as a single animation that covers the entire screen, but have as many redundant layers as enemies are being targeted, which makes them look bloated and ugly.
Overlapping "screen" battle animations in RMXP
I created a blank project for testing purposes and the result was the same. The animation doesn't play several times in a row, but rather several times all at once, one for each enemy present in battle.
Left: One enemy in the party, the animation plays only once
Right: Five enemies in the party, five superimposed instances of the same animation play at the same time.

Left: One enemy in the party, the animation plays only once
Right: Five enemies in the party, five superimposed instances of the same animation play at the same time.
Overlapping "screen" battle animations in RMXP
In RMXP and RMVX, battle animations can be set to target the whole screen instead of individual targets. However, as long as the skill using this animation targets more than one enemy (or ally), the animation actually plays multiple times, meaning multiple overlapping instances of the same animation are shown at the same time. Needless to say, this looks pretty ugly.
I know this is no longer an issue in RMVX thanks to Yanfly's core fixes and upgrades, but is there a similar fix for RMXP? I haven't been able to find any (maybe my google-fu is weak). Being utterly incompetent at RGSS, I have no hopes of fixing this myself, so uh... help? Please?
I know this is no longer an issue in RMVX thanks to Yanfly's core fixes and upgrades, but is there a similar fix for RMXP? I haven't been able to find any (maybe my google-fu is weak). Being utterly incompetent at RGSS, I have no hopes of fixing this myself, so uh... help? Please?













