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.