Combat animations via scripting; How?
#1
#2
Hey, Zerosum. I saw your request and wanted to give you a little heads-up on how to assign the @active_battlers in your code.

First, let's look at how they are defined in the default code. Within both the phase3_next_actor and /b]phase3_prior_actor[/b] methods, , the command of...
@active_battler = $game_party.actors[@actor_index]
... assigns an actor to the @active_battler value. But the method of update_phase4_step1 uses a command of...
@active_battler = @action_battlers.shift
... which uses both actor and enemy values gathered and sorted within in the make_action_orders method.


In otherwords, the @active_battler acts as a place holder for both actors and enemies within the party or the troop. You could actually make a specific battle animation for the 2nd member of your party by merely using...
Code:
$game_party.actors[1].animation_id = 15
$game_party.actors[1].animation_hit = true
... or cycling through every enemy like so...
Code:
for enemy in $game_troop.enemies
     enemy.animation_id = 15
     enemy.animation_hit = true
    end


Does that help? Winking
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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#3
Great! This is exactly what I wanted to learn, but only easier Grinning

Thanks for the heads up, this info makes for much nicer use of battle animations in my combat interface.


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