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> Noobalicious question ..., Animation Damage Timing
sonic_Reaper
post Sep 15 2011, 11:55 AM
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Hello, just a noob question. I'm using the SBS 3.3 and I've created a full-screen summon type skill, however, the damage on enemies appears before the animation even finishes. Is this something related to the SBS? Or can it be changed in-game? I've noticed the other default animations seem to work just fine ...
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Atoa
post Sep 15 2011, 03:31 PM
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It's related to the action sequence script, on the tanketai settings, and it's really a PAIN to change that.


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sonic_Reaper
post Sep 15 2011, 06:23 PM
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Is it really? I'm curious why the original skills seem to be unaffected ... (or they seem to not be, at least).

It's for a serious project, so I wound't mind more elaboration, even if it is complicated. So there's no other way to learn than dive right in, right?

I guess since the thread is already open, is there also a way to make enemies completely stationary during battle? Like, even when they attack, they don't move at all? Possibly same instance for damage? I'm using still images for enemies and they just look funny when they move. So I'd rather they stay stationary.

This post has been edited by sonic_Reaper: Sep 16 2011, 02:57 PM
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sonic_Reaper
post Sep 16 2011, 02:57 PM
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I've figured out the stationary enemies, but having difficulty with the skill animations still. Looking at the Skill Sequences on line 919 seems to be the answer. But for someone who isn't well versed in coding/scripting, it's like unravelling an especially complicated puzzle. From my understanding based on the other skills in the list, I can effect how the skill and animation will play out. What I don't know is (and it doesn't seem to have ANY effect on how the skill acts) is whether I simply name it the same as the skill in the database (for example, the skill is named "Necromancer", so do I create a new entry called "Necromancer"?) or if I can just use a skill sequence. In this case, it's skill 106 in the database, so the entry would be "Skill_106_Sequence". I've tried the former, even inputting random gibberish into it's entry, and nothing. This has me confused because there's an entry for "Shock_Wave", which IS an entry in the database, which also effects that skill somehow.

My guess is you somehow make an entry there ("Necromancer" or "Skill_106_Sequence"), then define the actions that follow. Probably something along the lines of (not the exact Tenkentai terms), "Prevent Damage", "Process Skill", "Wait (for however long skill animates), "Can Collapse". But ... I don't know enough about it to carry forward. confused.gif ANY help at all, please, for the love of God, even a direction towards an in-depth FAQ with similar questions, would be immensely appreciated.

This post has been edited by sonic_Reaper: Sep 16 2011, 02:57 PM
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Atoa
post Sep 16 2011, 11:20 PM
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QUOTE
Is it really? I'm curious why the original skills seem to be unaffected ... (or they seem to not be, at least).
They are affected, but the system come with default settings for them.

The "Tankentai Language" is quite complicated for non-programmers.

There's some tutorial made by Mr.Bubbles that might help you, check his signature (got lazy to search for the links), but that's all you will have.


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