Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm not sure just how well an amiation like that could be done. Perhaps if you had a animation file that left no room for the battle to seep through you could cast it as an area animation (as opposed to single target) however this comes with the drawback that you are restricted to a 192x192 image cell(5 cells per row. up to 20 rows).
For how to tell who has attacked or cast a spell you could add this into the begining of your damage formula.
That method is untested however so I'm not sure exactly when the Common Event will be called. It may be that it is called after the attack animation and if your going with something like Persona that would obviously not work.
Cheers to getting what you want handled! I'm sure that there are ways to improve what I have said here with scripts, but I'm going to leave that to you to decide if you want to pursue that route.
Basically, it would be character action appears on screen cut-in > actual attack animation plays, instead of character action appears on screen as the attack.
I think it can probably be done with techniques pretty easily, but for the normal attack, I have no idea how to trigger it.
The size of the image wouldn't be too much trouble, since I have no problem with using multiple cells for one image (and in theory, I could use more than one animation and just have one play after another seemlessly).
Like I said before, I knew how to do this in RM2K3, as there, you could set it in a battle event that read basically like "If "actor" uses Attack command, play "animation," but there's no default setting like that in VX Ace, sadly. I'm sure there's some kind of script that can do that, but I don't know what it is.
I do appreciate the info on how to add the character ID though, as I didn't quite know the method of doing that. Still learning a lot of this stuff.
Thanks for the help.
But maybe I can rig it or something? I'll have to look into it.
Let's hope I can figure something out.
At least the worst case scenario just results in it not being as flashy as it is in my head (which it probably won't be, but that's beside the point).