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Umm what exactly is it?
I've used it. Quit using it due to it lagging the main program (rm2003 can't handle much :/ )It is overall pretty great. Adds a lot of potential to rm2003. However, it messes with transparency values and animation speeds, so watch for that.Most plugs require you to use the comment command to start things. Example: a particle creating command used something like "comment: particle 1 cord x,y, size x, amount x, color x, begin".Other plugins reserve certain variables and switches to do their work. I remember a mouse clicking plugin used variables 2001 and 2002 for the mouse screen x and y and switch 201 for if the right mouse was pressed down or not.The majority of plugins come with an example project that you can look at the coding of to see how things are activated.
I started an old project using it a while ago to experiment with different aspects of it. I'll upload it if you want,so you're welcome to use any of the "code" for yourself pretty easy to pick up!
If you want a target hero to be a blank sprite, then just making that section of the battle animation blank would work, but I'm not sure that you can exactly tell which party member the enemy is attacking.
How would I go about "checking" if an enemy is attacking. I know RPG Maker plays a flash animation over the target if they're attacking, do you know of a way where I could make the target sprite swap out for a "Blank" sprite?
I wasn't sure which you meant from your post, but ah.Well, I haven't come across anything like that yet. Not to say there isn't anything out there though. Your video seemed pretty effective, but I'm sure its a pain.
Yeah. It involves having a hidden enemy thats sprite matches the background, then the battle event checks if an enemy makes a turn, and then if they can act. Then, it unhides and unkills the background sprite so it covers up the enemy sprite, and then plays their forward animation. Then each enemy has 4 variants. one for each position because each enemy needs its own switch. Then it turns on that switch, which only plays after a skill animation is finished. Which then plays the return animation and then kills the background sprite, revealing the enemy again.
That's a brilliant idea.