09-18-2009, 06:14 PM
@Levanth
1 -
Look for this line in the SBS | Config
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
Change the -1 (in red) to 0.
2 -
It's possible, but not easy.
First of all, you need to set with action will show the weapon, for the idle anim this one:
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
The part on red is where the weapon action goes.
Now take a look in this part of the script
Now it's up to you to figure out how to set the weapon animation.
1 -
Look for this line in the SBS | Config
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
Change the -1 (in red) to 0.
2 -
It's possible, but not easy.
First of all, you need to set with action will show the weapon, for the idle anim this one:
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
The part on red is where the weapon action goes.
Now take a look in this part of the script
Code:
#--------------------------------------------------------------------------
# ? Weapon Animations
#--------------------------------------------------------------------------
# Weapon Animations can only be used with Battler Animations as seen
# and defined above.
#
# Xa - Distance weapon sprite is moved on the X-axis.
# Ya - Distance weapon sprite is moved on the Y-axis. Please note that
# the Y-axis is inverted. This means negative values move up, positive
# values move down.
# Za - If true, weapon sprite is displayed over battler sprite.
# If false, weapon sprite is displayed behind battler sprite.
# A1 - Starting angle of weapon sprite rotation. Negative numbers will
# result in counter-clockwise rotation.
# A2 - Ending angle of weapon sprite rotation. Rotation will stop here.
# Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
# [3:Bottom Left] [4:Bottom Right]
# Inv - Invert - If true, horizontally inverts weapon sprite.
# Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
# Values may be decimals. (0.6, 0.9, etc.)
# Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
# Values may be decimals. (0.6, 0.9, etc.)
# Xp - X pitch - For adjusting the X axis. This number changes the initial
# X coordinate.
# Yp - Y pitch - For adjusting the Y axis. This number changes the initial
# Y coordinate.
# Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
# instead.
# Action Name Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
"VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -6, -12,false],
"VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -6, -12, true],
"UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -6, -12,false],
"OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -6, -12,false],
"RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -6, -12,false],