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Animated Battler help:Don't worry it's not that problem!!!

I thought I'd approach with a sort of different question for Animated Battlers enhanced, it doesn't make sense for Arshes to slice some monster then turn around and run back to his starting position does it?
I was wondering how to stop the hero from running back to his original position? And letting him just stay where he stopped? sort of like some of the Rpg Cbs out today. This might also fix that annoying Gulliame attacking bug........
NOTE:I need it compatible with Formar's Action Cost CBS, How do I go about this?
Thanks in advance -G-man:thumb:
 
"I thought I'd approach with a sort of different question for Animated Battlers enhanced..."

Ah, yet another 'NON-repetitive' question this week. :D Finally... :)

There isn't a way. Once the attack is accomplished, he returns to the original position as set in the Game_Actor class (and the formations setup). If it was to stop, it would have to reset the formation each time.

As far as the Guillaume thing for multiple attacks, I just don't use it in favor of a system that performs multiple strikes that do not call on repeating the same... check if hit... hit... reset... check if hit... hit... reset.

For the RTAB system, there's the 'Connected Attacking' script that does that. For the SDK system, Trickster has the Cooperative(?) and Combo Skills script that is due for a rewrite. And I think KGC has one... but don't quote me on this. THESE deliver multiple hits on one attack call instead of making multiple calls that force the battler to look like a stupid ping-pong ball. ;)
 
Only from their website. You're gonna need a translator (or sheer dumb luck) as the site (and scripts) is Japanese. Posting their scripts on other forums isn't permitted by their terms (that's why I removed OverDrive... ) , so all I can do is give you the link to their site:

KGC SITE

EDIT: Look for KGC_MultiAttack
 
Got absolutely no idea.

Bring up Babelfish (which I use) or the Google translator and work on the comments (don't touch the code!). Then it'll take a little work to see WHAT THE HECK HE MEANS (translating syntax is a #####). That's how I do it.

Pity KGC's terms disallows posting... dammit...
 
KCG's Multi attack system works like this:

First choose if your going to use a basic soundeffect that you aren't going to use for anything else, or simply create a blank/empty SFX(easy with windows recorder) then set in the script the name of that sound effect, then in the animations place that sound effect wherever you want the extra damage to go. its a bit crude but it works!
 
The animation does it all for you, just simply set one up like I said and then add it to either a weapon, skill or item as usual and it will automatically do as many hits as you've added that sound effect plus the original hit.
 

Enoah

Member

There is a bit of flaw on his system if you use a dump sound file (meaning it contains no sound. just a dumping file with .wav extention on it). Whenever you perform the double attack, it will pause the game for a moment (I asume its trying to play the dump sound file) when you use the skill for the first time. Appart from that it works just fine.

Also take notice that the multi attack will calculate the number of hits "One more time than what you set in the animation". Meaning if you set 2 ocasions when you hit the mob and you set the "dump sound file" twice, in the actual game it will hit 3 times. So if you want to make it hit twice, you have to only place the sound file once. Always remember its "The number of times you place the sound file" + 1.

For JP translations well... I am JP myself so you have further needs of translating things I can help out. Of course there "WILL" be some expressions which I have no clue how to say it in english.
 
well the animated battlers part: Still hopeful for an answer to that ^_^
also I was hoping to learn how excactly to sort of make the kgc script check to see if two weapons are equipped, so I'd still get the attack with both weapons effect, instead of tagging it to one weapon, I could just make it sort of add animations to perform the attack, sort of a merge if you must, but how do I go about that?
 

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