07-30-2019, 04:50 AM
FIRST.... I was wondering 'what the hell is going on???'
I found the following code in ACBS | Config 2 - Advanced, on line 696:
But I did not see any 'Leon' in the Actor database.
So I played around and discovered that the Atoa Actor in the database (Actor #1) had a spriteset battler named 'Leon'. In fact, both his characterset and battler graphics are BOTH named Leon. But it is the Battler graphic to be concerned. With the above code, the attack (pose #7) begins playback of a sword swing "064-Swing03'" before the actual default weapon strike sounds.
For FUN... I changed it to this, replacing the sound of the poie7 strike with a dog bark.
And with this, you hear a DOG BARK before the final sword strike from weapon '001: Bronze Sword' is played.
Now ....
The Pose_Battle_Cry and Pose_Sprite systems are meant to use the name of your battler graphic as a key. So if you decide to change Atoa's battler from 'Leon' to 'SuperLeon', you can have another set of audio for Atoa with the changed battler graphic.
And now about the Actor_Battle_Cry and Enemy_Battle_Cry system. These are keyed to the actor or enemy ID.
You have a list of Actor_Battle_Cry hashes from 1-8. Each of these are attaching sound effects to the 'COLLAPSE' animation. Fine by me. But what if I wanted to make a special sound effect for Atoa (Actor #1) when he defends himself?
Here, I just put in a stupid little sound effect when he goes into DEFENSE posture as listed in the settings.
I found the following code in ACBS | Config 2 - Advanced, on line 696:
Code:
Pose_Battle_Cry['Leon'] = {7 => {2 => ['064-Swing03',100,100]},
5 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},
6 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},}
But I did not see any 'Leon' in the Actor database.
So I played around and discovered that the Atoa Actor in the database (Actor #1) had a spriteset battler named 'Leon'. In fact, both his characterset and battler graphics are BOTH named Leon. But it is the Battler graphic to be concerned. With the above code, the attack (pose #7) begins playback of a sword swing "064-Swing03'" before the actual default weapon strike sounds.
For FUN... I changed it to this, replacing the sound of the poie7 strike with a dog bark.
Code:
Pose_Battle_Cry['Leon'] = {7 => {2 => ['066-Animal01',100,100]},
5 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},
6 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},}
Now ....
The Pose_Battle_Cry and Pose_Sprite systems are meant to use the name of your battler graphic as a key. So if you decide to change Atoa's battler from 'Leon' to 'SuperLeon', you can have another set of audio for Atoa with the changed battler graphic.
And now about the Actor_Battle_Cry and Enemy_Battle_Cry system. These are keyed to the actor or enemy ID.
You have a list of Actor_Battle_Cry hashes from 1-8. Each of these are attaching sound effects to the 'COLLAPSE' animation. Fine by me. But what if I wanted to make a special sound effect for Atoa (Actor #1) when he defends himself?
Code:
Actor_Battle_Cry[1] = {'DEFENSE' => [['007-System07',80,100]]}
Here, I just put in a stupid little sound effect when he goes into DEFENSE posture as listed in the settings.