//============================================================================= // AnimatedEnemiesYanflyCompatability.js // Version: 1.016 //============================================================================= var Imported = Imported || {}; Imported.AnimatedSVEnemies.Yanfly = true; var Rexal = Rexal || {}; Rexal.ASVE = Rexal.ASVE || {}; /*: * @plugindesc Version: 1.016 * - Makes animatedSVEnemies compatible with Yanfly's plugins. * @author Rexal * * @help Version Log: v1 - Initial Version v1.01 - got rid of an unnecessary function. v1.011 - Forgot a bracket. v1.012b - Should be compatible with the lastest Battle Engine Core. v1.013 - fixed floating monsters v1.014 - fixed mouse support...but you can't mix up the enemy types. v1.015a - Did some cleaning. v1.016 - Clicking should be fixed now. - Flinching is fixed. */ if(Imported.AnimatedSVEnemies){ //----------------------------------------------------------------------------- // Battle Engine Core //============================================================================= if(Imported.YEP_BattleEngineCore) { Game_Enemy.prototype.spriteWidth = function() { if(!this.battler()) return 1; if(this._animated)Rexal.log(this.battlerName() + ' is an SV Battler.','info'); else Rexal.log(this.battlerName() + " isn't an SV Battler.",'info'); if (this._animated && this.battler()._mainSprite) { return this.battler()._mainSprite.width; } else { return this.battler().width; } }; Game_Enemy.prototype.spriteHeight = function() { if(!this.battler()) return 1; if (this._animated && this.battler()._mainSprite) { return this.battler()._mainSprite.height; } else { return this.battler().height; } }; Sprite_EnemyRex.prototype.stepFlinch = function() { var flinchX = this.x - this._homeX - Yanfly.Param.BECFlinchDist; this.startMove(flinchX, 0, 6); }; Sprite_EnemyRex.prototype.stepForward = function() { this.startMove(Yanfly.Param.BECStepDist, 0, 12); }; } }