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Align Actors with Enemy Before Skill

RMXP
Trickster's ATB
Using a side-view battle system. I'm wondering how I can have a battler step forward then move up or down to align with an enemy before using a skill.
Thanks!
 
The battler's attack animation is a beam shooting from it's mouth and hitting the enemy. I'd like it to step forward slightly and align with the enemy it is attacking so that the beam shoots straight across and connects with a specific enemey. They already step forward, I'd just like them to move up or down to align with the enemy they are attacking.
Thanks
 
I was originally going to say "Yeah, try Script Requests," because that's beyond General Support, but then I remembered that I do something a little bit like this in my games, and you might be able to use my method.

Step one: Creating the animation frames. To do this, take the frames of the battler images that you'd be using for the beam attack.

Now open the images that you'd be using for the beam attack impact.

Merge them.

Step two: Creating the animation for the skill user. I'm going to give you the simple version, although I do have a more complicated approach.

Make an animation that's... oh... 40 frames long. You'll want this to be a bit longer than the longest animation that you'd normally use for that skill, so take that number under advisement, and adjust as needed.

Don't bother selecting graphics. They won't matter.

Now go to the Flash/Sound FX section of the Animation.

Select Hide Target. Make it last as long as the entire animation.

And that's your User Animation for the beam attack. Surprised yet?

Step three: The fun part. Here's where we create the Target Animation.

For that animation, select that newly-chosen animation set that combines the original versions of target and user frames.

Create both ends of the animation. That is, make Normal transparency cells of the character Chargin their Lazor, the beam attack firing, hitting the target, the resulting explosion. Everything. Obviously, assuming a standard right-aligned party, you'll put the Beam Attack User on the far right of the target.

That's your Target Animation.

Result: With no scripting needed, when the skill is used, the user will vanish and reappear aligned to their foe, and fire the beam, which will strike the foe.

Do you have any questions about how to make that work?
 
Wow. That's definitely an ingenious solution and sounds like it would completely work! I'm definitley going to test that out. The only problem is that that it sounds like the actor would disappear and reappear aligned with the enemy. I'd prefer a way for them to be seen moving up or down to align before attacking. I've seen this done on youtube I'm just not sure how to do it myself. Thanks for your solution Josh! If no one gives me a scripting solution that will probably be the direction I take.
 
No problem-- I'm not exactly a master scripter, so this is the solution that I use.

Well, what I actually do is use the same method to make the actor step forward and then vanish, but you get the idea. If you can handle what I described above, I'm sure that you work out how it's modified to make the actor step forward, if you want to.
 

Atoa

Member

I could suggest you using my ACBS,it has this feature. (You can also make custom configs)
by defaut, in physical skill the actor moves towards the target, magic and ranged skills don't have movement.
 

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