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> Jens009 "Cut in" Skill Animation, Show Picture when Skill is activated
jens009
post Aug 7 2008, 10:12 PM
Post #1


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Cut In Skill Animation
Version 1.1
Author Jens009
Release Date: August 7, 2008
UPDATE: August 8, 2008. Verison 1.1 released


Exclusive Script at RPG RPG Revolution

Introduction
So I was at the request forum once again. I came across link's topic about Cut in from the RPG Tanketai Battle System(found here http://rpgex.sakura.ne.jp/home/ ). Now the problem was, link didn't want the whole script but rather just the "cut in" that shows a picture when a skill is activated.
So I took the time to read through the script ( What a pain it was because it was Japanese translated by mbub and kylock) and finally figured it out. It wasn't easy taking this one small feature out of such a massive script. But hey, here it is.

Here's a Sample Screenshot:



Features
- Set starting x, y and ending x,y
- Add Sound Effects
- Set priorities
Version 1.1
- No need to set up cutin_wait
- Bug fix for bad value range for duration (This error happens because the picture gets disposed while the wait frame is still going)

Script
[Show/Hide] Version 1.1

CODE
#============================================================
# Jens009's Cut-In Animation
# Version 1.1
# - base from  Tanketai SBS  http://rpgex.sakura.ne.jp/home/
# Log:
#   Verison 1.1
#     - Removed Wait Frames.
#       Changed Waiting command to a loop that waits for a cut_in flag
#
# Special Credits to: Kylock and Mbub
# 1.0 Release Date: August 7, 2008
# 1.1 Release Date: August 8, 2008
#
# Description: Shows a Battle Cut-In when certain skills are activated
# Features:
#   Set Starting Point(x,y) and Ending point (x,y)
#   Enable Sound Effects
#
# How to use:
# Step 1:
#
# First, go to module JENS009_ANIMATION
# You have to define your animation here and add the necessary information in
# each definition.
# The template for the list is:
# ANIMATION_NAME = [Start x, Start y, End x, End y, Time, Priority,
#                     File name, Sound, Sound file name]
#   Start x - Starting X of Picture When Shown
#   Start y - Starting Y of picture when Shown
#   Ending x - Ending X of Picture when Shown
#   Ending x - Ending Y of Picture when Shown
#   Time- # of Frames before Picture is removed
#   Priority- true/false, True is above everything, false is below windows
#   File Name- Picture File Name found in Graphics/Pictures
#   Sound- true/false, When true, play sound file name. When false, don't play
#         anything.
#   Sound File Name- File Name of Sound effect. Only place something here if s
#                     sound is true
# Step 2:
#
# Press Ctrl F and find SkillCheck
# 1. Copy and paste these lines:
#    when 1
#     return @spriteset.call_picture(JENS009_ANIMATION::TEST)
# 2.Change the 1 to the skill id of your choice
# 3.and Change TEST to the name of the animation you want to play from
#   JENS009_ANIMATION module
#
# You're all set
#=========================================================================




module JENS009_ANIMATION
  # Template
  #NAME = [Start x, Start y, End x, End y, Time, High Priority, File Name,
  #Play sound, Sound File name]
  
  TEST = [0,  -15,   0,  -100, 80, false, "sky-cut", true, "Absorb1"]
  TEST_TWO= [0,  -15,   0,  -100, 50, false, "rutee-cutin", false]
  
end

#========================================
# Game_Temp Edit
# Add attr_accessor :cut_in
# Cut In flag.
#=========================================
class Game_Temp
  attr_accessor :cut_in
  alias jens009_initialize_cut_in initialize
  def initialize
    @cut_in = false
    jens009_initialize_cut_in
  end
end

class Scene_Battle < Scene_Base
#=====================================
# Scene_Battle Edit
#====================================
#====================================
# Define cutin_skill_check
# Description: Checks the skill id of activated skill
# if the skill id is present, play the cut in
#------------------------------------
# SKILL CHECK
#====================================
  def cutin_skill_check(skill_id)
    case skill_id
    when 1
      return @spriteset.call_picture(JENS009_ANIMATION::TEST)
    when 2
      return @spriteset.call_picture(JENS009_ANIMATION::TEST_TWO)
      
    end
  end
#====================================
# Define cutin_wait(skill_id)
# Description: waits for x amount of frames depending on the value
#-------------------------------------
# CUTIN_WAIT
#=====================================

#=================================================
#=================================================
# Define Wait For Picture Animation
# Continuous loop until cut in flag is false
#==================================================
  def wait_pic
    while $game_temp.cut_in == true
      update_basic
      break if $game_temp.cut_in == false
    end
  end


# Start Scene_Battle Method Edits
  alias jens009_add_cutin_execute_action_skill execute_action_skill
  
#================================================
# define execute_action_skill
#==========================================
  def execute_action_skill
    skill = @active_battler.action.skill # Call Skill
    @help_window = Window_Help.new
    @help_window.set_text(skill.name)
    text = "Special!"
    @message_window.add_instant_text(text)
    cutin_skill_check(skill.id) #Find Skill id
    #wait_pic(cutin_wait(skill.id)) # Wait Until Cut in is finished.
    if $game_temp.cut_in == true
      wait_pic
    end
    jens009_add_cutin_execute_action_skill # Call Original Method
    @help_window.dispose
  end
  # End of Method Edit
#================================================

end

#=================================================
# Spriteset_Battle edit
#================================================
class Spriteset_Battle
#=================================================
# Start method Edit
#=================================================
  alias jens009_create_pictures create_pictures
#==================================================
# Initialize Values
#===================================================
  def create_pictures
    @picture_time = 0
    jens009_create_pictures
  end

#=================================================
# Start Adding new methods
#==================================================
  def call_picture(cutin)
    @picture = Sprite.new
    # Picture Starting X and Y
    pic_x = cutin[0]
    pic_y = cutin[1]
    # Picture Ending X and Y
    pic_end_x = cutin[2]
    pic_end_y = cutin[3]
    @picture_time = cutin[4]
    # Picture Moving Rate by Time
    @moving_pic_x = (pic_end_x - pic_x)/ @picture_time
    @moving_pic_y = (pic_end_y - pic_y)/ @picture_time
    # Picture x and y increase by time
    plus_x = (pic_end_x - pic_x)% @picture_time
    plus_y = (pic_end_y - pic_y)% @picture_time
    # Get Picture
    @picture.bitmap = Cache.picture(cutin[6])
    @picture.x = pic_x + plus_x
    @picture.y = pic_y + plus_y
    # Picture's z (priority)
    @picture.z = 1
    # If High Priority, Show picture above everything else
    @picture.z = 1000 if cutin[5]
    @picture.visible = true
    # If Sound is true
    if cutin[7] == true
    # Play Sound Effect
    Audio.se_play("Audio/SE/" + cutin[8])
    $game_temp.cut_in = true
    end
  end
#==========================
# update Method edit
#=========================
  alias jens009_update_picture update
  def update
    jens009_update_picture
    update_cut_in if @picture_time > 0
  end
#========================
# Add new update method
#======================
  def update_cut_in
    # Decrease Time
    @picture_time -= 1
    # Move Picture
    @picture.x += @moving_pic_x
    @picture.y += @moving_pic_y
    # If time = 0, dispose of picture
    if @picture_time == 0
      @picture.dispose
      $game_temp.cut_in = false
    end
  end
#=====================
# End Method Edits
#====================
end
#===================
# End Class Edit
#================


[Show/Hide] Version 1.0

CODE
#============================================================
# Jens009's Cut-In Animation
# Version 1.0
# - base from  Tanketai SBS  http://rpgex.sakura.ne.jp/home/
# Special Credits to: Kylock and Mbub
# Release Date: August 7, 2008
# Description: Shows a Battle Cut-In when certain skills are activated
# Features:
#   Set Starting Point(x,y) and Ending point (x,y)
#   Enable Sound Effects
#
# How to use:
# Step 1:
#
# First, go to module JENS009_ANIMATION
# You have to define your animation here and add the necessary information in
# each definition.
# The template for the list is:
# ANIMATION_NAME = [Start x, Start y, End x, End y, Time, Priority,
#                     File name, Sound, Sound file name]
#   Start x - Starting X of Picture When Shown
#   Start y - Starting Y of picture when Shown
#   Ending x - Ending X of Picture when Shown
#   Ending x - Ending Y of Picture when Shown
#   Time- # of Frames before Picture is removed
#   Priority- true/false, True is above everything, false is below windows
#   File Name- Picture File Name found in Graphics/Pictures
#   Sound- true/false, When true, play sound file name. When false, don't play
#         anything.
#   Sound File Name- File Name of Sound effect. Only place something here if s
#                     sound is true
# Step 2:
#
# Press Ctrl F and find SkillCheck
# 1. Copy and paste these lines:
#    when 1
#     return @spriteset.call_picture(JENS009_ANIMATION::TEST)
# 2.Change the 1 to the skill id of your choice
# 3.and Change TEST to the name of the animation you want to play from
#   JENS009_ANIMATION module
#
# Step 3:
#
# Press Ctrl F and find CUTIN_WAIT
# 1. Copy and Paste these lines:
#    when 1
#     return JENS009_ANIMATION::TEST[4]
# 2. Change 1 to skill id of your choice
# 3. change TEST to animation name of your choice
# IMPORTANT: Don't change the number 4
#
# You're all set.
#=========================================================================




module JENS009_ANIMATION
  # Template
  #NAME = [Start x, Start y, End x, End y, Time, High Priority, File Name,
  #Play sound, Sound File name]
  
  TEST = [0,  -15,   0,  -100, 80, false, "sky-cut", true, "Absorb1"]
  TEST_TWO= [0,  -15,   0,  -100, 50, false, "rutee-cutin", false]
  
end

class Scene_Battle < Scene_Base
#=====================================
# Scene_Battle Edit
#====================================
#====================================
# Define cutin_skill_check
# Description: Checks the skill id of activated skill
# if the skill id is present, play the cut in
#------------------------------------
# SKILL CHECK
#====================================
  def cutin_skill_check(skill_id)
    case skill_id
    when 1
      return @spriteset.call_picture(JENS009_ANIMATION::TEST)
    when 2
      return @spriteset.call_picture(JENS009_ANIMATION::TEST_TWO)
      
    end
  end
#====================================
# Define cutin_wait(skill_id)
# Description: waits for x amount of frames depending on the value
#-------------------------------------
# CUTIN_WAIT
#=====================================
  def cutin_wait(skill_id)
    case skill_id
    when 1
      return JENS009_ANIMATION::TEST[4]
    when 2
      return JENS009_ANIMATION::TEST_TWO[4]      
      
    end
  end
#=================================================
#=================================================

# Start Scene_Battle Method Edits
  alias jens009_add_cutin_execute_action_skill execute_action_skill
  
#================================================
# define execute_action_skill
#==========================================
  def execute_action_skill
    skill = @active_battler.action.skill # Call Skill
    @help_window = Window_Help.new
    @help_window.set_text(skill.name)
    text = "Special!"
    @message_window.add_instant_text(text)
    cutin_skill_check(skill.id) #Find Skill id
    wait(cutin_wait(skill.id)) # Wait Until Cut in is finished.
    jens009_add_cutin_execute_action_skill # Call Original Method
    @help_window.dispose
  end
  # End of Method Edit
#================================================

end

#=================================================
# Spriteset_Battle edit
#================================================
class Spriteset_Battle
#=================================================
# Start method Edit
#=================================================
  alias jens009_create_pictures create_pictures
#==================================================
# Initialize Values
#===================================================
  def create_pictures
    @picture_time = 0
    jens009_create_pictures
  end

#=================================================
# Start Adding new methods
#==================================================
  def call_picture(cutin)
    @picture = Sprite.new
    # Picture Starting X and Y
    pic_x = cutin[0]
    pic_y = cutin[1]
    # Picture Ending X and Y
    pic_end_x = cutin[2]
    pic_end_y = cutin[3]
    @picture_time = cutin[4]
    # Picture Moving Rate by Time
    @moving_pic_x = (pic_end_x - pic_x)/ @picture_time
    @moving_pic_y = (pic_end_y - pic_y)/ @picture_time
    # Picture x and y increase by time
    plus_x = (pic_end_x - pic_x)% @picture_time
    plus_y = (pic_end_y - pic_y)% @picture_time
    # Get Picture
    @picture.bitmap = Cache.picture(cutin[6])
    @picture.x = pic_x + plus_x
    @picture.y = pic_y + plus_y
    # Picture's z (priority)
    @picture.z = 1
    # If High Priority, Show picture above everything else
    @picture.z = 1000 if cutin[5]
    @picture.visible = true
    # If Sound is true
    if cutin[7] == true
    # Play Sound Effect
    Audio.se_play("Audio/SE/" + cutin[8])
    end
  end
#==========================
# update Method edit
#=========================
  alias jens009_update_picture update
  def update
    jens009_update_picture
    update_cut_in if @picture_time > 0
  end
#========================
# Add new update method
#======================
  def update_cut_in
    # Decrease Time
    @picture_time -= 1
    # Move Picture
    @picture.x += @moving_pic_x
    @picture.y += @moving_pic_y
    # If time = 0, dispose of picture
    if @picture_time == 0
      @picture.dispose
    end
  end
#=====================
# End Method Edits
#====================
end
#===================
# End Class Edit
#================



Customization
Refer to the script for instructions

Compatibility
Should be compatible for all battle systems.

Screenshot
Jens009 uses Dual Attack!!!


DEMO
Version 1.0
http://files.filefront.com/Cut+In+script2z...;/fileinfo.html


Installation
Paste below materials follow instructions


FAQ
There's a bug!
-Post it up
I have a suggestion!
-Post it up

Terms and Conditions
RRR Exclusive
Not for commercial use unless I'm contacted

Give Credits


Credits
Jens009- Reverse Scripting, Translation, and Implementation
http://rpgex.sakura.ne.jp/home/ - Script Basis

Mbub - Script Translation Help
Kylock- Translation Help


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Ghost Prototype
post Aug 7 2008, 11:52 PM
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This is very interesting. I might consider using this if I decide to use a more anime-ish look to my game; it would fit perfectly. Good job! Me likey.


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Kaiterra
post Aug 8 2008, 01:47 AM
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Hey, that's pretty neat.


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GunZz
post Aug 8 2008, 03:00 AM
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Can you tell me how big must be the picture ?
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Mr. Bubble
post Aug 8 2008, 04:02 AM
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Nice job. thumbsup.gif

BTW, Tankentai SBS script wasn't created by Kylock. It was created by the guy from this site ( http://rpgex.sakura.ne.jp/home/ ). I think his name is Sozai.

Kylock and I only translated it.

This post has been edited by mbub: Aug 8 2008, 04:06 AM
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Warder
post Aug 8 2008, 05:32 AM
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A very handy script. I can use this to show some things I'd had to use battle animations for, which will save me some work. Thanks for making it. smile.gif
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jens009
post Aug 8 2008, 10:24 AM
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QUOTE (mbub @ Aug 8 2008, 04:24 AM) *
Nice job. thumbsup.gif

BTW, Tankentai SBS script wasn't created by Kylock. It was created by the guy from this site ( http://rpgex.sakura.ne.jp/home/ ). I think his name is Sozai.

Kylock and I only translated it.


Ah I see. Well I should still add your name and kylock's for translating it. Part of the reason why I was able to do this was because of your translation.
By any chance, do you know the guy's name? I don't want to rip off his script by not giving proper credit.

@Everyone else: Thanks for the comments. I'm open for suggestions to improve on it. =]

I also think this is still compatible with the Tanketai SBS. Although there's no point using it if you already have the cut in feature. XD


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Mr. Bubble
post Aug 8 2008, 05:31 PM
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QUOTE (jens009 @ Aug 8 2008, 10:46 AM) *
Ah I see. Well I should still add your name and kylock's for translating it. Part of the reason why I was able to do this was because of your translation.
By any chance, do you know the guy's name? I don't want to rip off his script by not giving proper credit.


I haven't been able to find out what the creator's name is for sure, but I do wish I did. I think a link to his website should be enough, I think.
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jens009
post Aug 8 2008, 06:25 PM
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@mbub: First post is updated. Credits were given where its due. =]



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link245
post Aug 8 2008, 10:31 PM
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Thanks jens009 looks like you came through for me once again. You are the best. I freakin love you man XDD\

Edit: BTW I tried figuring out this error when i use a skill that uses this script. Well anyway here it is, Script 'Scene_Battle' line 60:Argument Error Occurred: bad value for range.

Edit once again XD: The reason that happend is because I forgot to also add to the cutin wait part. lol

This post has been edited by link245: Aug 8 2008, 11:02 PM


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jens009
post Aug 8 2008, 11:36 PM
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@Link:
The new version is up and it's much better.

New Features:
- No need to set up cutin_wait
- Bug fix for bad value range for duration (This error happens because the picture gets disposed while the wait frame is still going)


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de_lhemots
post Aug 9 2008, 06:33 AM
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Wow.....!!!
It's looks a lot more better than kylock cut in skill !? rolleyes.gif
Keep it up, man !!!

====== To : Kylock ======
No offense, dude
You did a great job too ! thumbsup.gif
======================

I'll put your name on the credits !
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link245
post Aug 9 2008, 09:23 AM
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Thanks for the update bro it made things a lot simpler on my part.


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GunZz
post Aug 9 2008, 01:39 PM
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unsure.gif Uhh Hello can you tell me about the size of the pictures?
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jens009
post Aug 9 2008, 01:42 PM
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QUOTE (GunZz @ Aug 9 2008, 02:01 PM) *
unsure.gif Uhh Hello can you tell me about the size of the pictures?

Size doesn't matter.



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link245
post Aug 9 2008, 09:39 PM
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One thing i did notice is that if I use any skill it would still say "special" in the info window. I think its a bug.


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jens009
post Aug 9 2008, 09:41 PM
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QUOTE (link245 @ Aug 9 2008, 10:01 PM) *
One thing i did notice is that if I use any skill it would still say "special" in the info window. I think its a bug.

Oh yeah.. I thought it'd be nice to say special over there. XD
I forgot to add an if statement for that.

But for now, you can just delete the that text.


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link245
post Aug 9 2008, 09:58 PM
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Oh sorry i didn't know it was intentional. I thought it was a bug. The reason i said that is because I changed it to something else thinking it wouldn't show up all the time. But I'll just change back to "Special".

Edit: If I may make a suggestion. Maybe you should put it so that it only says "special" when you actually use the attack.

This post has been edited by link245: Aug 10 2008, 09:38 AM


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jens009
post Aug 11 2008, 02:58 PM
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QUOTE
Edit: If I may make a suggestion. Maybe you should put it so that it only says "special" when you actually use the attack.


I told you, I forgot to add another if statement for that. But there's a quick fix for it.
change
CODE
  def execute_action_skill
    skill = @active_battler.action.skill # Call Skill
    @help_window = Window_Help.new
    @help_window.set_text(skill.name)
    text = "Special!"
    @message_window.add_instant_text(text)
    cutin_skill_check(skill.id) #Find Skill id
    #wait_pic(cutin_wait(skill.id)) # Wait Until Cut in is finished.
    if $game_temp.cut_in == true
      wait_pic
    end
    jens009_add_cutin_execute_action_skill # Call Original Method
    @help_window.dispose
  end
  # End of Method Edit


to

CODE
def execute_action_skill
    skill = @active_battler.action.skill # Call Skill
    @help_window = Window_Help.new
    @help_window.set_text(skill.name)
    cutin_skill_check(skill.id) #Find Skill id
    #wait_pic(cutin_wait(skill.id)) # Wait Until Cut in is finished.
    if $game_temp.cut_in == true
      text = "Special!"
      @message_window.add_instant_text(text)
      wait_pic
    end
    jens009_add_cutin_execute_action_skill # Call Original Method
    @help_window.dispose
  end
  # End of Method Edit


Noticed that I just moved the code below the if statement.
Like I said, the code is optional, you can delete it if you want to.


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chriskay
post Nov 29 2008, 07:57 PM
Post #20


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Group: Revolutionary
Posts: 127
Type: Event Designer
RM Skill: Skilled




Just want to point out one thing.
I noticed that this is not compatible with the SBS Tankentai. I see that this script utilizes battle message function (the "special" text that appears during cut in animation) while SBS tankentai disable battle message function.

I had to erase Line 127-130 & Line 137 to make it work with it.

EDIT:oh, one more thing. Is there a way to add delay between the cut-in animation and the skill activation? I mean, let the cut-in image scroll finished, before the skill sequence begins?
Because based on my experience, the picture blocked almost half of the battle screen and covered the skill sequence animation.


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