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[Plug-in] [rm2k3] Animated Monsters Plugin
author=kaine87
I have these versions of the plugin
http://www.mediafire.com/download/ci0p88y5wcknrga/animated_monsters_check_file.zip
The old and maybe the last.
I never knew the attack frames/returning frames were implemented already.
This would be a perfect plugin if the cast/magic frames didn't crash. :(
Also, pincer/surround attacks dont animate if the monster is flipped, anyone have a solution??
+++ DynRPG - The RM2k3 Plugin SDK +++
It just randomly solved itself...
I'm not totally sure what was wrong but it eventually stopped giving me an error.
And I haven't messed with my games folders at all. It just decided to randomly do that today.
I'm not totally sure what was wrong but it eventually stopped giving me an error.
And I haven't messed with my games folders at all. It just decided to randomly do that today.
+++ DynRPG - The RM2k3 Plugin SDK +++
http://puu.sh/iEOMR/cd69467e48.png
I'm having this problem?
Can someone help?
It says " failed to initialize subsystems" when i try to playtest my game.
I believe it's due to the RGSS plugin which I can't seem to remove.
IF I remove the plug in, i get a billion windows giving me more errors. :((
I'm having this problem?
Can someone help?
It says " failed to initialize subsystems" when i try to playtest my game.
I believe it's due to the RGSS plugin which I can't seem to remove.
IF I remove the plug in, i get a billion windows giving me more errors. :((
[Plug-in] [rm2k3] Animated Monsters Plugin
author=Milennin
I would actually love to see an updated version of this plugin that would be able to differentiate between the use of attack and spell. It's strange seeing monsters using their attack animation for a targeted skill, even if the skill doesn't deal any damage.
I say you post your plugin for the animated monster with attack frame. I've tried contacting DHM but not able to get a reply.
[Rm2k3] Default battle system help
Hello.
I'm using the Default battle system and I notice that everytime the monster attacks the player(you) can't move a cursor for a couple seconds in the menu.
Is there a way to prevent this from happening ?
It's kind of annoying how much the battle system pauses your cursor to let the monster attack.
I'm using the Default battle system and I notice that everytime the monster attacks the player(you) can't move a cursor for a couple seconds in the menu.
Is there a way to prevent this from happening ?
It's kind of annoying how much the battle system pauses your cursor to let the monster attack.
[Spriter] Will Work for Food
[Plug-in] [rm2k3] Animated Monsters Plugin
author=dragonheartman
I thought you guys might like this!
For advanced users--feel free to re-compile my source linked on the first page. You'll need to add some images in your pictures folder for the cast animations, and flag which skill ID's to do the casting pose for manually (in the on-startup look at the castingTable array (ugh I know it should probably be a linked list)).
New poses required:
7.png - approaching attack
8.png - returning back from attack
9-11.png - attacking/casting frames
The code is an absolute mess at the moment, but it works.
Casual plugin users, I'll make this more user-friendly eventually. :X
Anyone ever figure out how to work this...
Was really looking forward to this..
}rpg maker 2003] Monster attack animation
Hi!
I'm trying to use the animated monsters plugin by dragonheartman and since there is no ATTACK frames for it implemented into the plugin.. I've been trying to solve it by just using BATTLE animations for the monsters attack/skills.
However I've come into the problem of when the monster uses a skill that moves the monster, the animation does show up to do the skills but the ORIGINAL monster is s still in place.. Is there a way to HIDE the monster when it uses a skill ?
or what would be the best way to simulate animations for an enemy attack ? in battle of course.
I'm trying to use the animated monsters plugin by dragonheartman and since there is no ATTACK frames for it implemented into the plugin.. I've been trying to solve it by just using BATTLE animations for the monsters attack/skills.
However I've come into the problem of when the monster uses a skill that moves the monster, the animation does show up to do the skills but the ORIGINAL monster is s still in place.. Is there a way to HIDE the monster when it uses a skill ?
or what would be the best way to simulate animations for an enemy attack ? in battle of course.













