01-03-2016, 09:19 PM
By definition, you are now looking for a battle animation effect which are defined in the 'ANIIMATIONS' tab (tab #10) in the Database itself. Such animations would be (001: Special Move), (002: Cast Magic), (003: Use Item), and so forth. And you wish this animation to be continuously performed during the actual skill or item delay wait (referred to as the CASTING TIME).
As I stated...
So as YET... I haven't figured out a way. I see it being possible, but tracing in his script where the animation effect is turned on will have to be traced. It's kind of like... tracing an electrical line to see where the power is turned on and turned off. I need to see where to turn the animation on, and where to turn it off. AND... how to determine which battle animation to perform per skill.
If it can be accomplished, the code would be again added to the same skills array that holds the other data, something like "ANIMCASTID/63" which would perform that weird reddish healing effect from the 'Sharp' animation.
This is obviously different than when you said...
BUT we are getting things looked into. Now we can at least see how to have different poses per skill, both actual skill attacks and the casting pose. And we can see how to define the battle animation that is applied to both user and target when the attack is performed. What is next is to get a battle animation to be performed during the performance of the casting pose.
Um, okay... even CLOSER than expected. CHECK OUT ATOA Chanting Battle Animations, and I think you'll be pleasantly surprised.
As I stated...
(01-03-2016, 04:45 AM)DerVVulfman Wrote: 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.
So as YET... I haven't figured out a way. I see it being possible, but tracing in his script where the animation effect is turned on will have to be traced. It's kind of like... tracing an electrical line to see where the power is turned on and turned off. I need to see where to turn the animation on, and where to turn it off. AND... how to determine which battle animation to perform per skill.
If it can be accomplished, the code would be again added to the same skills array that holds the other data, something like "ANIMCASTID/63" which would perform that weird reddish healing effect from the 'Sharp' animation.
This is obviously different than when you said...
(01-01-2016, 04:34 PM)Noctis Wrote: Only problem is, when someone uses a skill with a casttime, the user just makes the regular pose (standing)... where I inferred you wished to see how to make different 'poses' per skill.
BUT we are getting things looked into. Now we can at least see how to have different poses per skill, both actual skill attacks and the casting pose. And we can see how to define the battle animation that is applied to both user and target when the attack is performed. What is next is to get a battle animation to be performed during the performance of the casting pose.
Um, okay... even CLOSER than expected. CHECK OUT ATOA Chanting Battle Animations, and I think you'll be pleasantly surprised.