06-24-2010, 07:38 AM
Hi. A guy asked me for a way to make a character that is using a skill disappear during the execution of the skill. In this way he can use an animation with the character in it and make as complex animations as he pleases.
The problem is, while a blank skill casting pose is good to make the character disappear while the user animation is playing, it looks like nothing can be done to make the character disappear when the user animation has finished and the target animation is playing. At least I don't know Anim Battlers that well to figure out how to make the character hold the casting position until the whole skill has been executed...
Is there a way to do that? Maybe with some little edit? Even a few pointers would be useful, thanks.
EDIT: I am taking a look at version 13.2. Reading the guide actually. There's one thing that I have always found a little bit confusing in the configuration and it's the names MNK_POSE1, MNK_POSE2, etc. I never remember if 7 is attack, skill, item or whatever, so, especially when looking at the code, maybe in order to make some changes, or to figure out how some specific parts work, I would find very much more "explicative" names like MNK_POSE_READY, MNK_POSE_STRUCK and so on. I think a user may be initially puzzled also by the fact that the MNK_APOSE and MNK_EPOSE sections do not have comments, even if the MNK_POSE section, with the comments, is just above. Names like MNK_APOSE_READY and MNK_EPOSE_READY would help here as well. Sorry if this sounds pedant, but the system is so well refined that little things like these get noticed. :)
The problem is, while a blank skill casting pose is good to make the character disappear while the user animation is playing, it looks like nothing can be done to make the character disappear when the user animation has finished and the target animation is playing. At least I don't know Anim Battlers that well to figure out how to make the character hold the casting position until the whole skill has been executed...
Is there a way to do that? Maybe with some little edit? Even a few pointers would be useful, thanks.
EDIT: I am taking a look at version 13.2. Reading the guide actually. There's one thing that I have always found a little bit confusing in the configuration and it's the names MNK_POSE1, MNK_POSE2, etc. I never remember if 7 is attack, skill, item or whatever, so, especially when looking at the code, maybe in order to make some changes, or to figure out how some specific parts work, I would find very much more "explicative" names like MNK_POSE_READY, MNK_POSE_STRUCK and so on. I think a user may be initially puzzled also by the fact that the MNK_APOSE and MNK_EPOSE sections do not have comments, even if the MNK_POSE section, with the comments, is just above. Names like MNK_APOSE_READY and MNK_EPOSE_READY would help here as well. Sorry if this sounds pedant, but the system is so well refined that little things like these get noticed. :)