Im using the Tekentai side view battle system with ATB and recently found an addon that makes it so you can press a button when you activate your skill and if you press it at the right time you get a damage increase........... Well Im kinda new to scripting and I realize this is pretty basic and I think I know what to do
I just dont know EXACTLY where to put the strings and the spacing required.Heres the script I think Im supposed to use to apply the activation to custom skills....
#===============================================================================
#Make Skills & an example
# Script by CrimsonSeas
#===============================================================================
#You don't have to create your custom skills here. If by any chance you already
#made some custom skills and you're too lazy to paste them here, you can just
#add the keyword "Activation" somewhere in your finished skills.
#it's perfectly fine if this part is empty, I only included this as a template of
#some sort
#==============================================================================
module N01
#Make skill animation set. For best result, use these commands in the beginning
#of the Action Hash:
# ["START_MAGIC_ANIM", "52", "Activation", ......]
#"Activation" is the most important, it will call the activation window.
#As for value after "START_MAGIC_ANIM", set is to be:
# START_MAGIC_ANIM's Pass value (default is 52)
#===============================================================================
##This also demonstrates the disabling patch that I made. Since this animation
#took quite some time to reach activation process, I decided to use the disabling
#patch to disable command input.
ACTIVATE_ACTION = {
"TEST_MIDDLE" => ["Cmd_Disable", "START_MAGIC_ANIM", "52", "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16", "Activation",
"Cmd_Enable", "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],
"TEST_ACTIVATION" => ["START_MAGIC_ANIM", "52", "Activation", "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],
#This is for activation action,this only calls the activation, which then links
#to another skill. Notice that this has no Linking Anime Hash, but it will still
#link to a skill specified in the Activation Property Config. This makes the
#action hash reusable, which saves the time of typing many Activation for each
#skill. Of course you can have more than one Activation Action.
"ACTIVATION_ACT" => ["START_MAGIC_ANIM", "52", "Activation"],
#This BLANK is important for the varying hit number and the continue activation,
#because with this the "BLANK" can be made to any kind of Action hash depending
#on what you wrote down below. Scroll down to see what I mean.
"BLANK" => []
}
ACTION.merge!(ACTIVATE_ACTION)
#Make anime hashes here
ACTIVATE_ANIME = {
}
ANIME.merge!(ACTIVATE_ANIME)
end
#===============================================================================
#Assigning Skill Action Set to Skill ID
#===============================================================================
module RPG
class Skill
attr_accessor :damage_multiplier
alias crmsn_extension extension
def extension
#-------------------------------------------------------------------------------
#Config Skill Extension
#-------------------------------------------------------------------------------
#Configuring Skill Extension
#This is an example I made using Tankentai+ATB Demo. I made a copy of multi
#attack random (skill ID 89) in skill ID 105. If you want to see this example,
#please use Tankentai+ATB Demo and make a copy of skill ID 89 in skill ID 105.
#-------------------------------------------------------------------------------
#Note that if you decide to create other skill in skill ID 105, you should delete
#or change this example.
case @id
when 105, 106, 107, 109, 108, 111, 113
return ["RANDOMTARGET"]
end
crmsn_extension
end
alias crmsn_base_action base_action
def base_action
#-------------------------------------------------------------------------------
#Config Skill Action Set
#-------------------------------------------------------------------------------
#Configuring action set of a skill so it can have activation.
#Note that if you decide to create other skill in skill ID 105, you should delete
#or change this example.
case @id
when 105, 106, 107, 109
return "TEST_ACTIVATION"
when 108
return "TEST_MIDDLE"
#This calls the activation. After this, the skill will link to the next skill
#according to what is configured at the Activation Property Config. The next
#skill's effect depends on how well you do in the activation process.
when 110, 112
return "ACTIVATION_ACT"
#This is base_action for the varying hit number skills.
when 111
temp = [] #First define a starting action set (It doesn't have to be [],
#it can be ["PREV_STEP_ATTACK"] for example.
for i in 1..hit_number
#This part defines what action set will be repeated for each hit number
temp.push ("PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16")
end
#This part defines what action set to be played after the repetition is done
temp.push ("Can Collapse", "COORD_RESET")
N01::ACTION["BLANK"] = temp
return "BLANK" #See how the blank is useful?
#This is base_action for the continue skills.
#I made it slightly different from what was requested, cause I think this
#is more flexible.
when 113
temp = [] #This part is the same as above
if success
#This part defines action set to be carried out if successful
temp.push ("PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16")
else
#This part defines action set to be carried out if failed. With this, you can
#add a failing action set (Like in FFX Tidus has a different animation when
#Blitz Ace failed.)
temp.push ()
end
#This part is the same as above.
temp.push ("Can Collapse", "COORD_RESET")
N01::ACTION["BLANK"] = temp
return "BLANK" #It's BLANK time again!!
end
crmsn_base_action
end
end
end
And this is the script for the Activation properties
#===============================================================================
#Config skills activation property v1.2
# Script by CrimsonSeas
#===============================================================================
#Now that you have some custom skills already, you should configure your skills'
#activation property.
module RPG
class Skill
#-------------------------------------------------------------------------------
#Set specific time length for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
def activation_time
case @id
when 109
return 120
end
return CRMSN::TIME
end
#-------------------------------------------------------------------------------
#Set specific power up limit for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
def max_power_up
case @id
when 109
return 100
end
return CRMSN::MAX_POWER_UP
end
def min_power_up
case @id
when 109
return 50
end
return CRMSN::MIN_POWER_UP
end
#-------------------------------------------------------------------------------
#Set specific activation type for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
def activation_type
case @id
when 107, 110
return "SEQUENCE"
when 106
return "MASH"
end
return CRMSN::DEFAULT_TYPE
end
#-------------------------------------------------------------------------------
#Set specific hit range for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
def hit_range
case @id
when 109
return 32
end
return CRMSN::HIT_RANGE
end
#-------------------------------------------------------------------------------
#Set specific sequence for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
#You can enter more than one sequence in an array. When sequence is called, one
#sequence will be picked randomly.
def sequence
case @id
when 107
temp = [["UP", "DOWN", "LEFT", "RIGHT", "X", "Z"],
["Z","X","LEFT","RIGHT", "Q", "W"]]
end
return temp if temp != nil
return CRMSN::DEFAULT_SEQUENCE
end
#-------------------------------------------------------------------------------
#Set specific effect for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
def activation_effect
case @id
when 110
return "ADDNUM" #Skill have varying hit number based on activation
when 112
return "CONTINUE" #Skill will continue upon successful activation
end
return CRMSN::DEFAULT_EFFECT
end
#--------------------------------------------------------------------------------
#Set ID which the skill will link to.
#-------------------------------------------------------------------------------
#This is very important for the ADDNUM and CONTINUE effects. Note that when you
#already specify an ID to be linked here, you won't need to add the Linking
#Anime Hash (the one like this: "LINK_SKILL_91" => ["der", 100, true, 91])
#because this will automatically link you to the specified skill ID.
#But this works 100%, so if you want skill to be linked not 100% of the time, you
#still have to use the Linking Anime Hash.
def link_to
case @id
when 110
return 111
when 112
return 113
end
return nil
end
#===============================================================================
#END CONFIGURATION!! DON'T TOUCH ANYTHING BEYOND THIS POINT!!
#===============================================================================
end
end
As I said Im kinda new to this and really dont want to mess up. I mostly just need to know where to insert the strings...
And please dont criticize me for not being able to do this(eve with instructions) I really just want help
Thanks