01-03-2016, 04:45 AM
So, you're looking into the battle animations themselves to show per skill. In the case of setting battle animations per skill, look towards this:
Here, I added TWO more statements, the Animation Direction Caster set (for the caster) and the Animation Direction Target set (for the target of the attack). You will wish to set both if the target hit animation is different than the animation that plays when the battler attacks the target. Here, I set battle animation 15 to play on the user of the 'Bird Killer' skill, and the traditional Hit animation (#4) for the target. If you do NOT set the ANIMDIRECTIONTARGET value, the ANIMDIRECTIONCASTER animation will play upon both user and target.
BUT... if you are looking for a battle animation to play below the user/caster while he is chanting a skill... I've yet to find (or code) that as yet. HOWEVER, it may be a cheap ploy to add such effects into the spritestrip itself... cheaply drawing it in.
And this isn't my system. I get this a lot.
Oh, and it's ATOA's (Victor Sant's) Birthday today.
Code:
Skill_Settings[73] = ["STARTTHROW/101-Attack13,0,122,123,124,125,300,-20,0,0,0",
"MOVETYPE/NOMOVE","ANIME/13","CHANTING/10",
"ANIMDIRECTIONCASTER/15,15,15,15",
"ANIMDIRECTIONTARGET/4,4,4,4"]
BUT... if you are looking for a battle animation to play below the user/caster while he is chanting a skill... I've yet to find (or code) that as yet. HOWEVER, it may be a cheap ploy to add such effects into the spritestrip itself... cheaply drawing it in.
And this isn't my system. I get this a lot.
Oh, and it's ATOA's (Victor Sant's) Birthday today.