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Thread: Animation Action
Post: RE: Animation Action
Code:
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Pose_Sprite['%Wenia'] = {'Base' =>[5,13,200,false],
1 =>[3,8,true], 2 =>[2,4,false], 3 =>[2,12,true], 4 =>[1,4,true], 5 =>[5,4,true],
6 =>[5,4,true], 7 =>[5,2,false], 8 =>[5,4,... |
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justpassingby |
Code Support
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16 |
15,547 |
11-06-2017, 01:59 AM |
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Thread: Animation Action
Post: RE: Animation Action
@DerVVulfman
Ah, I see. I kind of figured that out along the way.
But the problem is that, if I am not mistaken, one sprite should be in a 192x192 box.
A maximum of 5 sprites horizontally (as it wi... |
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justpassingby |
Code Support
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16 |
15,547 |
11-03-2017, 02:16 AM |
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Thread: Animation Action
Post: Animation Action
Alright. I am personally fine with no "chanting animation and wait a few turns before casting magic". And while it is not related to chanting, it is still related to animation in general which the ski... |
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justpassingby |
Code Support
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16 |
15,547 |
11-02-2017, 02:52 PM |
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Thread: Animation Action
Post: RE: Casting Magic Action
DerVVulfman Wrote: (11-01-2017, 03:44 AM)
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Insofar as having Celes possibly standing around and chanting before unleashing holy hell.... You got CHANTING figured out?
The hard part is to mak... |
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justpassingby |
Code Support
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16 |
15,547 |
11-01-2017, 11:24 AM |
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Thread: Animation Action
Post: RE: Casting Magic Action
@DerVVulfman
I'll be doing just that after office hours.
And if things don't work out at the end of the day, I'll hitch another ride on the Terminator's Motorbike back here.
I'll. Be. Back.
Edit: Thi... |
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justpassingby |
Code Support
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16 |
15,547 |
10-31-2017, 04:04 AM |
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Thread: Animation Action
Post: RE: Casting Magic Action
@DerVVulfman
Yes, I am. And I have to bash my own head three times because the original FFV and FFVI HAVE the magic casters chant their magic, others get their turns, the magic casters then step forw... |
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justpassingby |
Code Support
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16 |
15,547 |
10-31-2017, 03:33 AM |
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Thread: Animation Action
Post: RE: Casting Magic Action
@DerVVulfman
Yes, something like that. I figured that Square-Enix used a similar engine to the RPG Maker Engines.
Is that achievable in RPXP? It is of course possible in MV due to them being Animated ... |
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justpassingby |
Code Support
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16 |
15,547 |
10-31-2017, 02:35 AM |
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Thread: Animation Action
Post: Animation Action
Hello again. I thought I had it figured out but I was a fool.
It is about the Casting Magic Action.
Here is the scenario that I want to achieve and I don't think a script is needed but I am not sure... |
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justpassingby |
Code Support
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16 |
15,547 |
10-30-2017, 05:36 PM |
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Thread: Name Detector? (More info in thread)
Post: RE: Name Detector? (More info in thread)
Just like Kamen Rider: Decade then. :grin:
That aside, it worked. Once again, I thank both you and Kyonides. Another issue solved.
Though there is one off topic problem and that is Liz's Autosave.... |
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justpassingby |
Code Support
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8 |
10,603 |
10-13-2017, 06:02 AM |
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Thread: Name Detector? (More info in thread)
Post: RE: Name Detector? (More info in thread)
@DerVVulfman
Interesting. I'll give that one a go and give a post edit update whether it works or not. |
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justpassingby |
Code Support
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8 |
10,603 |
10-13-2017, 03:22 AM |
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Thread: Name Detector? (More info in thread)
Post: RE: Name Detector? (More info in thread)
@kyonides
Aye, I figured that out via trial and error.
This is what I came up with.
$game_variables[1] =
$game_party.actors[0].name
$game_variables[2] =
$game_party.actors[1].name
$game_variables[3] ... |
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justpassingby |
Code Support
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8 |
10,603 |
10-12-2017, 06:39 PM |
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Thread: Name Detector? (More info in thread)
Post: RE: Name Detector? (More info in thread)
@kyonides
$game_variables[VARID] = $game_party.actors[INDEX].name
Alright. I get the "v\[VARID] instead of \n[ID]" part.
Is "VARID" one of the script commands? Or a character name made up on the spot... |
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justpassingby |
Code Support
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8 |
10,603 |
10-12-2017, 05:38 PM |
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Thread: Name Detector? (More info in thread)
Post: Name Detector? (More info in thread)
Before I begin, I would like to thank all those who helped me before for the Runic script. Going smoothly so far, that little bugger.
That said... I came across something interesting when I was tryin... |
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justpassingby |
Code Support
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8 |
10,603 |
10-12-2017, 03:49 PM |