Skyish
Sep 18 2010, 12:24 PM
Well, I've already asked on another community, but I think it was a dead community, since no one even tried to answer, so...now I'm asking here.
They're kinda long questions, since I needed to explain what I want better, I just couldn't simplify it, but please, read through it... >.<
1. One of the characters that I imagined would cause damage and other various effects by using these "Runes" that he sets on his targets. What I need is a skill that would trigger an already casted skill, here, I'll give you an example...
Lets say, a skill that triggers other skills is called "Release", and these other skills are all actually "Runes" that a caster would set on his target, once set, they don't do anything actually, but once you use "Release", you trigger them, and they release their effect, like DoT effect that would last few turns after released, instant damage, or healing runes used on allies.
I first wanted to go with just normal dot skills, using "Venom" state, but that seemed just too plain to me, I wanted a bit more depth to this warlock-like class, so here I am, asking for support here. I also wanted "Release" to have like, few turns cooldown, so you can't just go on and set 1 rune, use release, set next, use release and so on, I wanted it so you benefit more if you set few runes on the enemies and allies and then trigger it once you make a good set up of runes, I think it would add some strategy to the game.
Of course, this is just a base idea, I have some other things in mind for it...I just hope it can all be done through eventing, since I don't know how to script, I wish I knew, tough...I get good ideas sometimes, but I just can't realize them, since I don't know how to script. Anyway, I've been thinking about this kind of skills, and just nothing comes to my mind, I first thought that venom state would be perfect for it, but its not, so, any ideas? how do I go about this?
2. Well, I'm using Minkoff's Animated Battlers (Enchanced), and well, just one animation for casting skills is not doing the job for me, some of skills require my character to go to enemy, do kind of special attack and goes back to his position, so I've tried using common event for skills to remove the battler completely, and use character's sprite in skill animation, so it seems like he's actually moving to enemy, using skill, coming back, so I can have different looking skills, and not just one default pose and skills that all look like they're ranged. Anyway, the animation works perfectly, but the problem is the common event, I set it so it changes character's graphics, that is, only set it to empty image, so it dissapeares, but the problem is that this happens AFTER the skill animation is finished, while I need it to happen before the skill animation, so that character dissapeares and animation continues, but instead, it seems like the character is casting himself (lol), since I'm using his sprite as a skill animation, and after the animation is finished, common event is executed, and battler dissapeares then. As you may noticed, battler dissapeares, but I don't know how to get it back when the animation finishes, so I need 2 things from this, to remove battler BEFORE animation starts, and to get back battler when animation finishes, if there's any possibility to do this.
Also, if this can be done through Minkoff's Animated Battlers (Enchanced) script, that would be good too, like adding animation to it for every skill you want, by maybe writing in skill and animation IDs, that would be good, but I don't know how to do it (If its possible), so if it IS actually possible, if someone could show me how, that would be awesome. If its not possible, this may be asking a lot, but if someone can write an add-on for this battle system, that would allow me to do this, that would be great too.
Thanks in advance~
JekHazit
Sep 18 2010, 02:07 PM
For the first one, it sound like it could all be done by making an event use a common event instead of doing its default thingy.
As for number 2, I have absolutely no idea.
Skyish
Sep 18 2010, 03:12 PM
Could you start off the first one, I really have no idea how to go about it, I tried some things, but it failed. :/
Knot
Sep 18 2010, 03:54 PM
Alright, I *might* know how to do them, atleast partly:
1. There's probably an easier way than this (I seem to be saying that alot lately) but I can't think of it so I'm assuming you're pretty good at eventing, just tell me if you need more details. Anyway, just for example, let's say you have two runes: Heal Rune(heals one ally), Poison Rune (sets venom on one enemy). Now, I would get these runes to do two things. Firstly, they would be a state on their target. Heal would put a state on the target called Heal Dummy and Poison would put a state called Poison Dummy. Now, both these states don't do anything and I'd set their rating to 0 so that they arn't even displayed. Why? Well, I'll get to that.
Alright, secondly I would attach common events to them. so for the Heal Rune I would create a common event that turns on a switch called something like Heal Rune Active. Then, for Poison Rune I would get it to turn on a switch called Poison Rune Active.
O.K, so right now we have these two Rune Skills that don't do anything except set a useless state on a target and turn on a switch.
This is where Release comes in. You get Release to trigger a common event with a bunch of conditional branches. For each Rune Skill you would have a conditional branch that checks if a switch is on. So in our examples we would have a conditional branch check if Heal Rune Active is on and whether Poison Rune Active is on. In other words, this checks if the runes have been cast and whether they are active.
Next, we continue the conditional bracnh, if Heal Rune Active is On create more conditional branches which check if the Heal Dummy state has been applied to them. If it has been applied to them then increase their health or cast a real heal spell on them. Then, do the same with the Poison Rune conditional branch but this time check if the enemies have Poison Dummy applied and if they do inflict them with poison or cast a skill or whatever.
NB: Finaly, make sure to turn off the switches once it's done. Otherwise Realease will keep casting the same spells even if the Rune has been used up.
Anyway, that could probably use a bit of work to get the exact effects you need but I'm hoping it should get you started.
2. I was a little bit confused here. So you have a guy who stands still and casts skills. But with certain skills you want him to charge at the opponent and use a special animation that is different from his normal skill animation? If that's the case:
Go to the "Configuration" section for ANIMATED BATTLERS.
Use ctrl+f to find "Movement Arrays", without the quatations.
Set MNK_MOVING_SKILL with the id of the skill you want to make your person move (this will make them charge when they use the skill)
Use ctrl+f to find "MNK_POSES_SKILLS" (it's a fair bit higher up in the Expanded Pose Control Center)
Set MNK_POSES_SKILLS with the id of the skill you want to look different. (Note: I can't get MONK_POSES_SKILLS_A to work so just set it in the blank one)
That should get your guy to charge and use a special animation when he uses a certain skill.
Hope that helped, if you have anymore questions just ask!
Skyish
Sep 19 2010, 12:46 AM
Thanks, I think that will work, I'll try it out now.

EDIT:
Okay, about the second one, that pretty much does what I wanted it to do, BUT, there are 2 issues. Okay, so the first thing is that, actor kind of dissapeares, and there's a gap between animation and when he dissapeares, you can actually see actor vanishing, and then, like, after a second, animation shows up. So, that's the first thing, and now, the second thing happens in the animation process, while the animaton is still on the screen, actor is moving back to his position before the animation is finished, so you can see 2 actors there (as I've said, I'm using the actor's sprite in the animation), so the actor is going back, while another sprite of the actor is pummeling the monster. I need to fix the first gap thing, I want it to be smooth, I want his moving to connect with the animation of the skill, and then stop the second problem (him moving back, while animation is still in the process), also, this second thing makes me worry, what if I use animation of 36 frames, or animation with 10 frames...say there's a way to make it so that this skill works perfectly with 26 frames, they play, and only THEN the actor returns to his position, wouldn't that make skill with 10 frames have a huge gap between 10 -> 26 then, like, totally blank screen without actor or animation, and then after it hits frame 26, actor re-appears suddenly and goes back to his position, I'm looking through this script, tough I have no exprience with scripting, so maybe I'm missing something, but I just can't find a way to set up every skill individually. You can set which skill you want it to use when it goes to his target, and I'm guessing when it goes to the target, it plays like, 4 frames (in which the character is gone from the screen), and you see character coming back then, while the rest of 22 frames of the skill animation are still playing. I tried using "MNK_AT_DELAY" (comment says that it should pause system until animation is done, but setting it to "true" has no effect)
Whew...failed to simplify, again. >_<
Oh, yeah, I didn't try the first thing yet, I need to see if this battle system can offer me things that I need, first. I'll let you know how it goes, after I sort this animation thing out, with the battle system. Then I'll work on that rune thing, once I'm sure I can continue with this battle system. Currently I'm just making few types of skill, testing out the battle system with them, I don't want to go into the game too deep, and then realize that this battle system won't work for it.
Knot
Sep 20 2010, 03:08 AM
The first problem sounds like you don't have a charge animation set for the character. It's naturaly row number 5 in the character sheet.
For the second problem, yeh you can't use your character in the animation. Instead you have to put the action inside the character sheet itself. If it's a unique animation just put it in a 12th row because in the Minkoff stuff you can set how maning poses the actors have individualy near the top.
But yeh, the customization can be tough but once you get the hang of it it's amazing how much it can do!
Skyish
Sep 20 2010, 03:22 AM
No, no, he actually charges (I just downloaded full sheet, for testing it, so every pose is there), comes to the target, vanishes, like, not even a second passes, but you can see the gap, and then the animation takes place, and in middle of the animation, he's going back to original spot, it really bugs me, wait, I'll upload it, and you can see it for your self. Give me few minutes, you just have to see it... :S
EDIT:
Here you go...
http://www.megaupload.com/?d=BNFY0TAHJust start the game, move around until you enter battle, and use "Triple Attack" skill.
Something like this should work smothly, I'm sure, but I'm probably doing something wrong, so check it out, please.
Knot
Sep 20 2010, 04:11 AM
Ohoh, that char you have doesn't have a 9th pose xD
Look at the sheet, their's a big open space near the bottom. You need to fill that up with a proper animation and delete the skill animation effect so that there isn't a double up.
Skyish
Sep 20 2010, 04:23 AM
Hm, but wouldn't that make it only have 1 pose for every skill? :/
There must be a way to totally cut out the default skill using pose? without making a gap between the animation and charge-in. See, I will have skills like these, where I want him to charge in and just pummel the monster few times, then the other one will be totally different, charge in, make some cool looking jump and stabbing the target from above, it would be ideal for me if I could somehow get rid of the default casting pose, I don't want him charing in, rising his hand or whatever it is on skill using default pose, and then playing an animation. Is there a way so that script would ignore the 9th pose, and just show the animation, after the charge-in, without the gap? :/
Anyway, how exactly would I make 12th pose different for every skill, I don't understand, sorry. Every single skill will be unique, so, if I set up the 12th pose, it would just have 4 frames...I'm so confused now, that I don't even know how to explain this...
Eh...ok, look at the triple attack animation, say, I want to make exactly THAT, with the sound, red target flash, and all 24 frames, how exactly could I do that, without really making a separate animation, out of the character sheet, like i did...mhm? :S
Knot
Sep 20 2010, 04:54 AM
Sorry, I'm just about to go to bed so I don't really have time to go fully into it.
Personally, I don't know how you would get the animation to time right but it's all possible within the script. You can plug that animation into the spritesheet no matter how many frames it is because using the FRAME CONTROL CENTER in the script you can make different poses have more frames. You can also make special moves using the "Individual Spritesheet Control Center". There you can give certain actors more than 11 poses and then further down you tie skills into them.
It's kinda complicated but I don't know how else to do it. I would suggest just playing around with it. Anyway, I need some sleep I wish you the best of luck!
Skyish
Sep 20 2010, 04:57 AM
Okay, I guess I'll look into the script more and try to understand it better. Good night, thanks for the support. :3
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.