Regarding map animations: The main reason this plugin is able to work efficiently and seamlessly at the same time is that it can predict which animations may be used based on the battlers that are present. Keeping all animations for all battlers in your game always in memory would likely cause issues due to memory use, especially on mobile/web, but they need to be in memory to play instantly when needed.
Map events also don’t (easily) have the meta data I use for flipbook rule conditions, and I can’t set up a nice object selector for them in the plugin parameters afaik, so animating them directly this way isn’t that feasible from a game content creation point of view.
The good news is that at least some map battle engines do in fact use battlers and Window_BattleLog
internally, which makes them somewhat nearly compatible with this system already!
What’s needed to make it work is another plugin loaded after Battler Flipbooks Core that bridges it to the map battle system loaded earlier, and adjusts Sprite_Character
to show bitmaps from a hidden Sprite_Battler
-like instance animated this way during battles.
I’m close to certain that this is possible without changes to Battler Flipbooks Core, since all engine hooks are published as before/after properties and can be adjusted and called as needed without unintended side-effects due to that.
However, I currently don’t have plans to implement this myself. I am available for questions and code review towards this purpose though (and related to Battler Flipbooks in general, really).