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Then, change the image pointer at onDrawBattler, and change it back at the next onDrawBattler (of the next monster) and/or onFrame. So it thinks the image which is in the RPG::Monster::image member belongs to the RPG Maker, and it frees it after battle (or when a monster is transformed!!!) So my suggestion would be: Store the old image pointer and the RPG::Battler pointer of the last monster which you modifie d somewhere. The RPG Maker doesn't know that you are playing around with the monster image. I can also explain the access violations to you. You are creating a memory leak because you don't free the images. Couldn't you use a configuration and a dynamic array instead? Apart from that: GREAT, thank you!! (I will add it to the plugin directory after the MAX_MONSTERS thing is clarified.) EDIT: Oh, I think there is another problem. #define MAX_MONSTERS 8This line looks suspicous. I never really got around to completely testing this but it has the dhm seal of approval™ nonetheless. EDIT: This might crash for back attacks/pincer attacks. Thanks! In the future I might have configurable animations, or something else I haven’t thought of yet. So, you should have something like this for a monster’s death pose: \Monsters\\4.png is simply the name you gave the monster in the database. The plugin expects six images per monster: 1.png – Idle frame 1 2.png – Idle frame 2 3.png – Idle frame 3 (note: idle animations follow a 1-2-3-2 pattern) 4.png – Dead 5.png – Hurt frame 1 6.png – Hurt frame 2 These images need to be in a subfolder within your monsters directory. Lastly, you need to do a bit of prep work for the animations to work. After that, download my plugin and put it in your DynPlugins folder. You can get Starless Umbra if you want to see it in-game.) Installation Instructions To use the plugin, first patch your project with DynRPG. This plugin enables some basic animations-idle, hurt, and dead-for the monsters in the default battle system, as demonstrated in this video: (note, this video is old so it doesn't include the hurt and dead animations. I wanted to share with you a plugin I’ve been working on with Cherry’s DynRPG.
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