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jens009
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
Ghost Prototype
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.
Kaiterra
Hey, that's pretty neat.
GunZz
Can you tell me how big must be the picture ?
Mr. Bubble
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.
Warder
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
jens009
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
Mr. Bubble
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.
jens009
@mbub: First post is updated. Credits were given where its due. =]

link245
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
jens009
@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)
de_lhemots
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 !
link245
Thanks for the update bro it made things a lot simpler on my part.
GunZz
unsure.gif Uhh Hello can you tell me about the size of the pictures?
jens009
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.

link245
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.
jens009
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.
link245
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.
jens009
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.
chriskay
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.
jens009
QUOTE
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.


It's not compatible with the SBS because this system is taken out of the SBS Tanketai. I made this request because some people wanted this feature alone for their default battle system.

As for the 'special' text, it was also there arbitrarily, I've made a post on how to delete that text which you have already done.

QUOTE
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.

As of Version 1.1 (demo is outdated)
This script automatically plays the Cut In Animation then plays the skill activation.
The cut in will never be present when the skill sequence is played.


chriskay
Hmm. that's weird

In my case, the skill sequence and the cut in image runs altogether.
Could it be because I am assigning a scripted skill sequence animations?
Or am I making a mistake with the module?
Here is my module.
CODE
  ALKS = [0,  -15,   0,  -100, 80, false, "cutin_actor19_s.jpg", false]
jens009
Nothing is wrong with the module. So the problem exist somewhere else.
QUOTE (chriskay @ Dec 1 2008, 04:18 AM) *
Could it be because I am assigning a scripted skill sequence animations?

What type of battle system are you using? This may be a very good bug report.

From this statement, I'm getting the impression you are using the Tanketai Battle System.
If you are then you do not need this script because this feature is within the Tanketai Battle System. (As far as I know of).

TalesOf_Fantasy
can the picture shake after it shows in the screen then flash!
then the attack animation show towards the enemy
Eg;

pic move here>>>>>>>>>>>>>to here,then a close up and shake insainly then flash, disappear and animation shows
silvershadic
I get this error

Script 'Window Base' line 37: RGSSError occurred

disposed window

Do you know what causes it?
rpgmakermaster
wallbash.gif The download link doesn't work can you put it in another server please. thanks.gif
rgangsta
Perfect for my Bankai skill! Sweet! thumbsup.gif
rpgmakermaster
rgangsta how could you download it i cant
rgangsta
I can't download.
jens009
QUOTE (TalesOf_Fantasy @ Jan 31 2009, 01:38 AM) *
can the picture shake after it shows in the screen then flash!
then the attack animation show towards the enemy
Eg;

pic move here>>>>>>>>>>>>>to here,then a close up and shake insainly then flash, disappear and animation shows

That would require some editting to the script. It's completely possible of course.

QUOTE (rpgmakermaster @ Jun 12 2009, 04:25 PM) *
wallbash.gif The download link doesn't work can you put it in another server please. thanks.gif

You don't really need the demo.

But will do ASAP.
Senpuu
Hi! I'm using this with claimh's RPG Tankentai Battle System 2.6 Translated + Addons http://www.rpgrevolution.com/forums/index....showtopic=13485

Everytime I'm using the skill that have the cut-in animation, I'm always getting this error message: Script 'Sideview 2' line 910: RGSSError occured. disposed window" While the problematic line that mentioned in the error message is: @help_window.visible = false if @help_window != nil && @help_window.visible

Can you help? Thanks in advance smile.gif
jens009
QUOTE (Senpuu @ Mar 7 2010, 08:47 PM) *
Hi! I'm using this with claimh's RPG Tankentai Battle System 2.6 Translated + Addons http://www.rpgrevolution.com/forums/index....showtopic=13485

Everytime I'm using the skill that have the cut-in animation, I'm always getting this error message: Script 'Sideview 2' line 910: RGSSError occured. disposed window" While the problematic line that mentioned in the error message is: @help_window.visible = false if @help_window != nil && @help_window.visible

Can you help? Thanks in advance smile.gif

Tanketai already has this feature. If you're using Tanketai, you don't need this add-on. =]
Senpuu
Oh I see! I'll check the script then. Thx a lot for the info!
fei
Script 'Sideview 2 (3.3d) ' line 909: RGSSError occured. disposed window ......... Error
I'm using the Kaduki Sideview Battle System ....any help?

Script 'Sideview 2 (3.3d) ' line 909: RGSSError occured. disposed window ......... Error
I'm using the Kaduki Sideview Battle System ....any help?Animation works but after it ends..this
Kread-EX
If you had bothered to read the posts above yours, you would know that this script is not needed if you're using that battle system.
manat31790
Please tell me how do I pause the image at End x/y for certain frames before the skill animation begin, as well as how to do screen flashing stuff. Where in the script can I edit?

Thank you in advance and will definately credit you and this script.
jens009
QUOTE (manat31790 @ May 4 2010, 11:36 PM) *
Please tell me how do I pause the image at End x/y for certain frames before the skill animation begin, as well as how to do screen flashing stuff. Where in the script can I edit?

Thank you in advance and will definately credit you and this script.

You can't really do that in this script. But you can include your image as a static image in your animation.
Alt_Jack
I'm trying to understand how cut-ins work (terrible with scripting). I've got SBS 2.6 which already has the Cut-in skill, but what I want to do is add in other cut-in animations, but I don't understand how it works, or where to put your script.
I see it's in 3 places:
QUOTE
Image handling
-where it has "Cut_IN_START" and then the coordinates followed by the image name, then "Cut_in_end" with the same format.

QUOTE
Then in with Action Sequence, which starts with [ "WAIT (FIXED)) ' and ends with "FLEE RESET"

QUOTE
The in Module RPG where it says "when 93 return "CUT_IN", where 93 is apparently the skill number.


So, if I change the instances where it says "CUT_IN" with, say, "SWORD_MOVE" and fix the coordinates (they'll probably just stay where they are, or jump in front of the person and cast), will it work? Or am I missing something obvious?
ASCIIgod
Dload site dead. can you post another? or just answer this question.... what is the actual size of each cut-ins? in what WxH?
jens009
QUOTE (ASCIIgod @ Jul 3 2010, 04:50 AM) *
Dload site dead. can you post another? or just answer this question.... what is the actual size of each cut-ins? in what WxH?

Based on how the script is written (Starting X,Y and Ending X,Y).
The Cut-ins can be whatever pixel dimensions.
Tsunar
Ive got a few questions
how exactly does this work how do u set what skills have the cut in and dont
and will this work on Vx version of Rpgmaker and do i need to install another battle system or can i keep the original what how do i do this?
Tsunar
3 questions?

Is it possible to select what skills have the cut in?
How do you put in the Cut in
and is it possible to insert a text for that skill that appears on the screen along with how many hits it amkes?
jens009
QUOTE (Tsunar @ Jul 4 2010, 01:59 PM) *
Ive got a few questions
how exactly does this work how do u set what skills have the cut in and dont
and will this work on Vx version of Rpgmaker and do i need to install another battle system or can i keep the original what how do i do this?

Is it possible to select what skills have the cut in?
How do you put in the Cut in
and is it possible to insert a text for that skill that appears on the screen along with how many hits it amkes?

1. The instructions on how to use the script is in the beginning lines of the code.

2. Yes, this will work on the VX version. This will only work on the traditional battle system which means it is not compatible with the Tanketai Battle system. (However, this is still compatible with the battle sprite modification scripts such as Animated Battlers Ehanced)

3. Yes, you pretty much select which skills you want to have a cut-in

4. It is possible for a text to show the hits it makes, but it is not included in this script.

Also, it seems that the download site has removed the file. I need to reupload the demo.
ASCIIgod
QUOTE (jens009 @ Jul 7 2010, 07:40 AM) *
QUOTE (Tsunar @ Jul 4 2010, 01:59 PM) *
Ive got a few questions
how exactly does this work how do u set what skills have the cut in and dont
and will this work on Vx version of Rpgmaker and do i need to install another battle system or can i keep the original what how do i do this?

Is it possible to select what skills have the cut in?
How do you put in the Cut in
and is it possible to insert a text for that skill that appears on the screen along with how many hits it amkes?

1. The instructions on how to use the script is in the beginning lines of the code.

2. Yes, this will work on the VX version. This will only work on the traditional battle system which means it is not compatible with the Tanketai Battle system. (However, this is still compatible with the battle sprite modification scripts such as Animated Battlers Ehanced)

3. Yes, you pretty much select which skills you want to have a cut-in

4. It is possible for a text to show the hits it makes, but it is not included in this script.

Also, it seems that the download site has removed the file. I need to reupload the demo.


hey pal you havent answered mine..... just a quick recap of my question...

how big does the cut in files have to be?..... in what WxH?
Shu
QUOTE
hey pal you havent answered mine..... just a quick recap of my question...

how big does the cut in files have to be?..... in what WxH?


He answered it immediately after your post
LordHeinrich
Didn't see that it was already answered
If this is the cut-in portion of Tankentai, then there should be no image restriction, or at least I haven't had any issues with larger than 544 wide in Tankentai. I haven't tried larger than 416 height simply because the effect looks better when the image has more of a wide effect.
ASCIIgod
QUOTE (LordHeinrich @ Jul 8 2010, 05:48 PM) *
Didn't see that it was already answered
If this is the cut-in portion of Tankentai, then there should be no image restriction, or at least I haven't had any issues with larger than 544 wide in Tankentai. I haven't tried larger than 416 height simply because the effect looks better when the image has more of a wide effect.


thanks...
asforever
link 4 demo is not working sad.gif
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