Alright, I know the topic title's real vague, but I swear I'm gonna make up for it somewhat in here.
Alright, I'm using Minkoff's Animated Battlers (DerVVulfma's enhanced version, with the animation flip system) and Paradog's ATB. I'll edit the links in soon, as soon as the search engine starts working for me again, but you probably all know the systems I'm talking about, right?
Anyway, anyone familiar with Minkoff's Animated Battlers should know that where skills are concerned, the battler takes a couple steps forward, glows, and unleashes a magical barrage of some sort upon his unfortunate targets. Now, that's all well and good -- for magic skills. Unfortunately, such skills as Cross Cut (which are supposedly executed at a close range) are executed in much the same way. I think Arshes is a little too much of a knucklehead to manage your standard Holy spell, non?
Now, I'm not asking for a script edit just yet. If I was, I'd have posted this in Script Requests, so please don't bite my head off; seriously, John Q. Member, acting like an ass doesn't make you look cool.
What I am asking is if Minkoff's Animated Battlers (again, DerVVulfman's enhanced version) has some built-in way to have certain skills (defined by number, I expect) executed at melee range.
Also, this isn't strictly RGSS, but would it be possible to bind an event to a skill in such a way that the battler would animate before the skill's execution? I'm thinking like a special fighting technique. If it's not possible, then I WILL need to request a script edit, unfortunately.
So, yeah. I just need to know if this is possible; no sweat of the brow just yet, hopefully.
EDIT: I think this is solved by lurkage. A lot simpler than I'd thought. Thanks, RMXP.org!
Alright, I'm using Minkoff's Animated Battlers (DerVVulfma's enhanced version, with the animation flip system) and Paradog's ATB. I'll edit the links in soon, as soon as the search engine starts working for me again, but you probably all know the systems I'm talking about, right?
Anyway, anyone familiar with Minkoff's Animated Battlers should know that where skills are concerned, the battler takes a couple steps forward, glows, and unleashes a magical barrage of some sort upon his unfortunate targets. Now, that's all well and good -- for magic skills. Unfortunately, such skills as Cross Cut (which are supposedly executed at a close range) are executed in much the same way. I think Arshes is a little too much of a knucklehead to manage your standard Holy spell, non?
Now, I'm not asking for a script edit just yet. If I was, I'd have posted this in Script Requests, so please don't bite my head off; seriously, John Q. Member, acting like an ass doesn't make you look cool.
What I am asking is if Minkoff's Animated Battlers (again, DerVVulfman's enhanced version) has some built-in way to have certain skills (defined by number, I expect) executed at melee range.
Also, this isn't strictly RGSS, but would it be possible to bind an event to a skill in such a way that the battler would animate before the skill's execution? I'm thinking like a special fighting technique. If it's not possible, then I WILL need to request a script edit, unfortunately.
So, yeah. I just need to know if this is possible; no sweat of the brow just yet, hopefully.
EDIT: I think this is solved by lurkage. A lot simpler than I'd thought. Thanks, RMXP.org!