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> VX BREATH ATTACKS HELP!!!!
mariofan12
post Jun 28 2011, 11:11 AM
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I am using the VX TANKENTAI 2.6 system. I need help because when you give an enemy a skill, like ice breath, it shows the breath coming out of the heroes and damaging them, when the breath is supposed to come out of the monster, and damage the hero. Even if you set the animation position to "Screen," it won't work. HELP IS VERY NEEDED!

NOT WHAT I WANT


Thank you!!!

This post has been edited by mariofan12: Jun 28 2011, 11:12 AM


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Kread-EX
post Jun 28 2011, 11:16 AM
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Moved to RGSS2 Script Support... again.

I'm far from being an expert with Tankentai, but I know that battle animations are positioned on the hero lines. If you want a specific movement (like the example you mentioned), you need to use Tankentai's custom animations, which require you to input sequences in the script.


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mariofan12
post Jun 28 2011, 11:22 AM
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....Like how...?


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Kread-EX
post Jun 28 2011, 11:48 AM
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I'll probably sound a bit mean, although it's not my intention, but you really should attempt to truly understand the scripts you are using or scrap them entirely. Tankentai is difficult to use and it is required to thoroughly read the instructions.

In the config part of the script, you can find this:
CODE
#--------------------------------------------------------------------------
# ● Magic Animation Settings
#--------------------------------------------------------------------------
  # Type - always "m_a"
  # ID - Animation ID as set in the database.
  # Object - …飛ばす対象 [0=Target] [1=Enemy] [2=Ally] [4=Self]
  # タイプ…[0=当たって消える] [1=直線に貫通]
  # Time - Number if frames in duartion
  # Arc - Trajectory - Positive Number: Arc Down, Negative Number: Arc Up
  #                    0: No Arc
  # Xp - X Pitch - 微調整するX軸。飛ばす初期X座標が変化します。エネミーは
自動で逆計算に。
  # Yp - Y Pitch - 微調整するY軸。飛ばす初期Y座標が変化します。
  # Start - Defines origin of animation movement.
  #              [0=Self] [1=Target] [2=No Movement]
  # Z座標…アニメや武器をキャラより手前に表示するならtrue
  # 武器…下の貼り付ける武器、スキルアクション名を入れま
。利用しないなら""
  
  #                   Type  ID Object タイプ Time Arc  Xp  Yp Start Z座標 武器
  "START_MAGIC_ANIM"  => ["m_a", 44,   4,  0,  52,   0,  0,  0, 2,false,""],
  "OBJ_TO_SELF" => ["m_a",  4,   0,  0,  24,   0,  0,  0, 1,false,""],
  "START_WEAPON_THROW"    => ["m_a",  0,   0,  0,  18, -24,  0,  0, 0,false,"WPN_ROTATION"],
  "END_WEAPON_THROW"    => ["m_a",  0,   0,  0,  18,  24,  0,  0, 1,false,"WPN_ROTATION"],
  "STAND_CAST"=> ["m_a", 80,   1,  0,  64,   0,  0,  0, 2, true,""],

As you can read, it is possible to determine a trajectory for the animation in this section (forget the japanese part, you can understand even with that).
Fortunately for you, there is already a type of animation defined for you that does what you want: "OBJ_TO_SELF". First, change its animation ID (4) to the real ID of the breath animation you intend to use. Now you need to link it inside the battler actions. This is the purpose of this part:
CODE
#--------------------------------------------------------------------------
# ● Battler Action Definitions
#--------------------------------------------------------------------------
  # Type - Specifies action type.  Single or Sequence
  #
  #
  # Reset Type - Specifies method of returning the battler to it's original
  #                 location.
  # Action Name - Specifies action used.  If Type is Single, then the action is
  #                executed.  If Type is Sequence, the Action Name is Displayed.
  
  #                   Type   Object  Reset Type   Action Name
  "LIGHT_BLOWBACK"     => ["SINGLE",    0, "COORD_RESET",  "EXTRUDE"],
  "RIGHT_TURN"           => ["SINGLE",    0, "COORD_RESET",  "CLOCKWISE_TURN"],
  "DROP_DOWN"   => ["SINGLE",    0, "COORD_RESET",  "Y_SHRINK"],
  "IMPACT_1"            => ["SINGLE",    0, "COORD_RESET",  "OBJ_TO_SELF"],
  "LIFT_ALLY"     => ["SINGLE",    0,             "",  "LIFT"],
  "ULRIKA_ATTACK"   => ["SEQUENCE",   18, "COORD_RESET",  "ULRIKA_ATTACK_1"],
  "4_MAN_ATK_1"      => ["SEQUENCE", -101, "COORD_RESET",  "4_MAN_ATTACK_1"],
  "4_MAN_ATK_2"      => ["SEQUENCE", -102, "COORD_RESET",  "4_MAN_ATTACK_2"],
  "4_MAN_ATK_3"      => ["SEQUENCE", -103, "COORD_RESET",  "4_MAN_ATTACK_3"],
  "ALLY_FLING"   => ["SEQUENCE", 1000, "COORD_RESET",  "THROW"],

As you can see, you have on of those actions using the "OBJ_TO_SELF" animation: "IMPACT_1". Now, to the next part, how to link this action to a skill.

In the Action Sequence part of the configuration, you'll find this:
CODE
#------------------------------ スキル系 ---------------------------------------
Under this divider starts the skill configuration. Look at "SHOCK_WAVE".
CODE
  "SHOCK_WAVE"    => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
                          "OBJ_ANIM_WEIGHT","Can Collapse"],

Yep, you see "IMPACT_1" again amongst other actions. So create a new one, like this:
CODE
"BREATH" => ["REAL_TARGET", "IMPACT_1", 1, "Can Collapse"],
So what does it mean? "REAL_TARGET" pinpoints the target, 0 is the delay between the breath animation and the damage animation (no damage animation here, so the value is 1) and "Can Collapse" simply means that the death animation can be played.
Now, you need to link the skill info to the skill.
Search for this:
CODE
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  スキルアクション設定です。
#==============================================================================
class Skill
#--------------------------------------------------------------------------
# ● スキルIDからアクションを決めます。
#--------------------------------------------------------------------------  
  def base_action
    case @id
Below that, and above any "end", add this:
CODE
when XXX
  return "BREATH"
Replace XXX by the real ID of your skill in the database.

You're done. See what I mean? Tankentai is VERY complicated.


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mariofan12
post Jun 28 2011, 12:31 PM
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Thanks!!! I did it all but there is this tiny bug:


This post has been edited by mariofan12: Jun 28 2011, 12:31 PM


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Night5h4d3
post Jun 28 2011, 12:36 PM
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QUOTE (Kread-EX @ Jun 28 2011, 03:48 PM) *
CODE
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  スキルアクション設定です。
#==============================================================================
class Skill
#--------------------------------------------------------------------------
# ● スキルIDからアクションを決めます。
#--------------------------------------------------------------------------  
  def base_action
    case @id
Below that, and above any "end", add this:
CODE
when XXX
  return "BREATH"
Replace XXX by the real ID of your skill in the database.

You're done. See what I mean? Tankentai is VERY complicated.


I advise you read over Kread-EX's post again.


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mariofan12
post Jun 28 2011, 12:38 PM
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Yes, I replaced it with number 10, but there seems to be a script history error of some sort.


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