This is it: I'm using the Tankentai 3.3 ATB 1.1 battle system (
Tankentai 3.3 ATB 1.1). The demo have a skill named Froust, in that appears an image on screen, much nice. And i wanted to make this with all my most special skills. But thins only can be done by handling the script. I don't want too much. All i want is that in other skills to appear one image of my choose, together with the animation chosen in the database, exactly the same way Froust does. It can be exactly the same way as Froust (just with a different image and database animation, of course). It must be no hard to create a model script in that i can use as a template. Create a model in that i just need to put the image name and name of skill to make it work. Oh, and i too need to know if i need to make a script for every skill or if i must put all the skills i want animated in one script. And if can be in just one, how can i put more than one skill.
Pleaaaaaaaaase, please, please, help me!
Oh, and here's the code where is the Froust-thing:
CODE
module N01
NW_CUSTOM_ANIME = {
# Definição da sequência de ação em grupo.
"FIRE_SWORD_ASSIST_ANIME" => ["SEQUENCE", 21, "COORD_RESET", "FIRE_ASSIST"],
# Estado necessário para executar habilidade.
"FIRE_STATECHECK" => ["nece", 3, 0, 21, 1],
# Ativa o Status ID 21 "Dom de Fogo"
"FIRE_GRANT" => ["sta+", 1, 21],
# Desativa o Status ID 21 "Dom de Fogo"
"FIRE_REVOKE" => ["sta-", 3, 21],
# Define o alvo da habilidade.
"FIRE_SWORD_TARGET" => ["target", 21, 1],
# Animações utilizadas na sequência de ação.
"FIRE_ANIM" => ["anime", 88, 0, false,false, false],
"FIRE_ANIM2" => ["anime", 89, 0, false,false, false],
# Movimentos dos characters na sequência de ação.
"FIRE_ATK1" => [1, 28, 0, 27, 0, 0, "ATTACK_MOVE"],
"FIRE_ATK0" => [3, -64, 0, 20, 0, -5, "JUMP_ATTACK"],
# Ínicio de exibição da picture
"FROUST_PIC_START" => ["pic", -200, 0, 0, 90, 20,false,"Froust"],
# Término de exibição da picture
"FROUST_PIC_END" => ["pic", 0, 80, 544, 90, 10,false,"Froust"],
# Animação utilizada na sequência
"FROUST_ANIM" => ["anime", 90, 0, false, false, false],
# Animação de Battler utilizado na sequência
"FROUST_SPECIAL" => [ 3, 0, 10, -1, 0, -1, 0, true, "OVER_SWING" ],
"FROUST_SPECIAL2" => [ 1, 3, 10, 2, 0, 1, 0, true, "NO_SWING" ],
}
ANIME.merge!(NW_CUSTOM_ANIME)
NW_CUSTOM_SEQUENCE = {
#Sequência de ataque
"FIRE_ATTACK" => ["FIRE_STATECHECK","FIRE_SWORD_TARGET","FIRE_SWORD_ASSIST_ANIME",
"WAIT(FIXED)","FIRE_ATK0","WAIT","75","FIRE_ANIM","20","FIRE_ANIM2","20",
"FIRE_ATK1","WPN_SWING_V","OBJ_ANIM_WEIGHT","40","One Wpn Only",
"16","FLEE_RESET","FIRE_REVOKE"],
# Sequência de suporte
"FIRE_ASSIST" => ["WAIT(FIXED)","BEFORE_MOVE","SKILL_POSE","24","START_MAGIC_ANIM",
"160","FLEE_RESET", "Can Collapse"],
# Sequência que ativa o Status
"FIRE_STATE_GRANT" => ["FIRE_GRANT"],
"FROUST" => ["BEFORE_MOVE","FROUST_SPECIAL","5","FROUST_ANIM","FROUST_SPECIAL2",
"10","FROUST_PIC_START",
"100","FROUST_PIC_END","20","Clear image","10","PREV_MOVING_TARGET",
"WPN_SWING_V","10","OBJ_ANIM_WEIGHT","20","Can Collapse",
"FLEE_RESET"],
}
ACTION.merge!(NW_CUSTOM_SEQUENCE)
end
module RPG
class Skill
alias nw_custom_skills_base_action base_action
def base_action
case @id
when 105 # ID da habilidade Flamus no database
return "FIRE_ATTACK"
when 106 # ID da habilidade Dom de Fogo no database
return "FIRE_STATE_GRANT"
when 93 # ID da habilidade Froust no database
return "FROUST"
end
nw_custom_skills_base_action
end
alias nw_custom_skills_skill_extension extension
def extension
case @id
when 106 # Opções adicionais a habilidade Dom de Fogo
return ["HELPHIDE","NOFLASH"]
end
nw_custom_skills_skill_extension
end
end
class State
alias nw_custom_skills_state_extension extension
def extension
case @id
when 21 # Opções adicionais ao Status Dom de Fogo
return ["ZEROTURNLIFT","HIDEICON"]
end
nw_custom_skills_state_extension
end
end
end
This post has been edited by paulojr_mam: Jun 26 2011, 06:02 AM