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godlock2006
Im using the Tekentai side view battle system with ATB and recently found an addon that makes it so you can press a button when you activate your skill and if you press it at the right time you get a damage increase........... Well Im kinda new to scripting and I realize this is pretty basic and I think I know what to do I just dont know EXACTLY where to put the strings and the spacing required.

Heres the script I think Im supposed to use to apply the activation to custom skills....


#===============================================================================
#Make Skills & an example
# Script by CrimsonSeas
#===============================================================================
#You don't have to create your custom skills here. If by any chance you already
#made some custom skills and you're too lazy to paste them here, you can just
#add the keyword "Activation" somewhere in your finished skills.
#it's perfectly fine if this part is empty, I only included this as a template of
#some sort
#==============================================================================
module N01
#Make skill animation set. For best result, use these commands in the beginning
#of the Action Hash:
# ["START_MAGIC_ANIM", "52", "Activation", ......]
#"Activation" is the most important, it will call the activation window.
#As for value after "START_MAGIC_ANIM", set is to be:
# START_MAGIC_ANIM's Pass value (default is 52)
#===============================================================================
##This also demonstrates the disabling patch that I made. Since this animation
#took quite some time to reach activation process, I decided to use the disabling
#patch to disable command input.
ACTIVATE_ACTION = {

"TEST_MIDDLE" => ["Cmd_Disable", "START_MAGIC_ANIM", "52", "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16", "Activation",
"Cmd_Enable", "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],

"TEST_ACTIVATION" => ["START_MAGIC_ANIM", "52", "Activation", "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],


#This is for activation action,this only calls the activation, which then links
#to another skill. Notice that this has no Linking Anime Hash, but it will still
#link to a skill specified in the Activation Property Config. This makes the
#action hash reusable, which saves the time of typing many Activation for each
#skill. Of course you can have more than one Activation Action.

"ACTIVATION_ACT" => ["START_MAGIC_ANIM", "52", "Activation"],

#This BLANK is important for the varying hit number and the continue activation,
#because with this the "BLANK" can be made to any kind of Action hash depending
#on what you wrote down below. Scroll down to see what I mean.
"BLANK" => []
}



ACTION.merge!(ACTIVATE_ACTION)
#Make anime hashes here
ACTIVATE_ANIME = {



}
ANIME.merge!(ACTIVATE_ANIME)
end

#===============================================================================
#Assigning Skill Action Set to Skill ID
#===============================================================================
module RPG
class Skill
attr_accessor :damage_multiplier
alias crmsn_extension extension
def extension
#-------------------------------------------------------------------------------
#Config Skill Extension
#-------------------------------------------------------------------------------
#Configuring Skill Extension
#This is an example I made using Tankentai+ATB Demo. I made a copy of multi
#attack random (skill ID 89) in skill ID 105. If you want to see this example,
#please use Tankentai+ATB Demo and make a copy of skill ID 89 in skill ID 105.
#-------------------------------------------------------------------------------
#Note that if you decide to create other skill in skill ID 105, you should delete
#or change this example.
case @id
when 105, 106, 107, 109, 108, 111, 113
return ["RANDOMTARGET"]
end
crmsn_extension
end

alias crmsn_base_action base_action
def base_action
#-------------------------------------------------------------------------------
#Config Skill Action Set
#-------------------------------------------------------------------------------
#Configuring action set of a skill so it can have activation.
#Note that if you decide to create other skill in skill ID 105, you should delete
#or change this example.
case @id
when 105, 106, 107, 109
return "TEST_ACTIVATION"
when 108
return "TEST_MIDDLE"

#This calls the activation. After this, the skill will link to the next skill
#according to what is configured at the Activation Property Config. The next
#skill's effect depends on how well you do in the activation process.
when 110, 112
return "ACTIVATION_ACT"

#This is base_action for the varying hit number skills.
when 111
temp = [] #First define a starting action set (It doesn't have to be [],
#it can be ["PREV_STEP_ATTACK"] for example.
for i in 1..hit_number
#This part defines what action set will be repeated for each hit number
temp.push ("PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16")
end
#This part defines what action set to be played after the repetition is done
temp.push ("Can Collapse", "COORD_RESET")
N01::ACTION["BLANK"] = temp
return "BLANK" #See how the blank is useful?

#This is base_action for the continue skills.
#I made it slightly different from what was requested, cause I think this
#is more flexible.
when 113
temp = [] #This part is the same as above
if success
#This part defines action set to be carried out if successful
temp.push ("PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16")
else
#This part defines action set to be carried out if failed. With this, you can
#add a failing action set (Like in FFX Tidus has a different animation when
#Blitz Ace failed.)
temp.push ()
end
#This part is the same as above.
temp.push ("Can Collapse", "COORD_RESET")
N01::ACTION["BLANK"] = temp
return "BLANK" #It's BLANK time again!!
end
crmsn_base_action
end
end
end

And this is the script for the Activation properties


#===============================================================================
#Config skills activation property v1.2
# Script by CrimsonSeas
#===============================================================================
#Now that you have some custom skills already, you should configure your skills'
#activation property.

module RPG
class Skill
#-------------------------------------------------------------------------------
#Set specific time length for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
def activation_time
case @id
when 109
return 120
end
return CRMSN::TIME
end
#-------------------------------------------------------------------------------
#Set specific power up limit for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
def max_power_up
case @id
when 109
return 100
end
return CRMSN::MAX_POWER_UP
end

def min_power_up
case @id
when 109
return 50
end
return CRMSN::MIN_POWER_UP
end
#-------------------------------------------------------------------------------
#Set specific activation type for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------

def activation_type
case @id
when 107, 110
return "SEQUENCE"
when 106
return "MASH"
end
return CRMSN::DEFAULT_TYPE
end


#-------------------------------------------------------------------------------
#Set specific hit range for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
def hit_range
case @id
when 109
return 32
end
return CRMSN::HIT_RANGE
end

#-------------------------------------------------------------------------------
#Set specific sequence for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
#You can enter more than one sequence in an array. When sequence is called, one
#sequence will be picked randomly.
def sequence
case @id
when 107
temp = [["UP", "DOWN", "LEFT", "RIGHT", "X", "Z"],
["Z","X","LEFT","RIGHT", "Q", "W"]]
end
return temp if temp != nil
return CRMSN::DEFAULT_SEQUENCE
end

#-------------------------------------------------------------------------------
#Set specific effect for certain skills.
#Default is the one set at config.
#-------------------------------------------------------------------------------
def activation_effect
case @id
when 110
return "ADDNUM" #Skill have varying hit number based on activation
when 112
return "CONTINUE" #Skill will continue upon successful activation
end
return CRMSN::DEFAULT_EFFECT
end

#--------------------------------------------------------------------------------
#Set ID which the skill will link to.
#-------------------------------------------------------------------------------
#This is very important for the ADDNUM and CONTINUE effects. Note that when you
#already specify an ID to be linked here, you won't need to add the Linking
#Anime Hash (the one like this: "LINK_SKILL_91" => ["der", 100, true, 91])
#because this will automatically link you to the specified skill ID.
#But this works 100%, so if you want skill to be linked not 100% of the time, you
#still have to use the Linking Anime Hash.

def link_to
case @id
when 110
return 111
when 112
return 113
end
return nil
end

#===============================================================================
#END CONFIGURATION!! DON'T TOUCH ANYTHING BEYOND THIS POINT!!
#===============================================================================
end
end

As I said Im kinda new to this and really dont want to mess up. I mostly just need to know where to insert the strings...

And please dont criticize me for not being able to do this(eve with instructions) I really just want help

Thanks

Demonata09
I suggest you look shanghai's mini game scripts

http://www.rpgrevolution.com/forums/index....showtopic=42015

They do what your asking.. Also much easier to customize.. You can do what you're asking with this script and common events tongue.gif

If you need anymore help let me know biggrin.gif
godlock2006
QUOTE (Demonata09 @ Oct 12 2011, 03:45 PM) *
I suggest you look shanghai's mini game scripts

http://www.rpgrevolution.com/forums/index....showtopic=42015

They do what your asking.. Also much easier to customize.. You can do what you're asking with this script and common events tongue.gif

If you need anymore help let me know biggrin.gif


Dude you're like the nicest person I've met on any of the RM sites...anyway thanks you're awsome teehee.gif
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