Posts: 867
Threads: 15
Joined: Nov 2009
I think you can retire them with the usuall retire command, but just try it out. It would be great to have 2 different retire commands, because the command for aeons/summons is in my game retire and the command for transforms would be transform back (in german) and retire doesn't fit for transforms^^
Posts: 1,128
Threads: 43
Joined: May 2009
No, transformations cannot be reverted. This feature is in the TODO list for the next version.
Posts: 109
Threads: 2
Joined: Feb 2010
So...oce more question.
Can I make a skill at which a character attacks twice (2 times scrolls MNKs poses of attack) is that possible? Or the exclusive use of the combat animations?
Posts: 9
Threads: 1
Joined: Jan 2010
Villain, I edited this post because I am PMing you something that will help you out. I just posted it here but then got to thinking I am probably not supposed to do that. =p Check your messages.
Charlie I have a small question. I am wanting to have some skills that have the character that uses it in the animation. Is there a way to make the actors battler disappear while the animation is going on and have them reappear afterwords? Like if I wanted the player to select a skill, then the actor disappears and appears behind the enemy's battler and strikes it with some spell effects and such involved and then reappears where he was.
Is there a way to do that or would it work to increase the size(length) of the player battler casting animation and make it where they arent there for all the frames except the first and the last and make work that way?
Also, is there a way to make the drakoken skill show an animation when a skill is learned when it shows the name of the skill they learned?
*edited* ok, my animation for the skills with the actor disappearing, I worked around it, I just made the spell cast animation "hide" the actor's battler then show the animation.
But while testing, I ran into another problem. Every now and then my troops will appear when my party is attacked and they will attack first. When they do, their turn keeps repeating and they attack indeffinately until my party dies. I dont think I messed with something, but if I did I do not know what I did. Any ideas what I could have goofed up for it to have that response?
Posts: 1,128
Threads: 43
Joined: May 2009
You're the first one to report an issue like this, has it ever happened in the demo?
Posts: 109
Threads: 2
Joined: Feb 2010
hm... it's a good script (I say about multystrike), but i just need character to attack an enemy many times with help of a skill.
I said about battle charset animation. Is IT possible?
For example: the character has a combo-skill, and he shall do not just waving a sword, showing multi animation, and the wave will be repeated 2 or 3 times. Immediately swing animation Battler
Posts: 109
Threads: 2
Joined: Feb 2010
I have a new question.
I made a summon of 2nd kind. Is summons 4 knights with 1 HP but large attack (like shadow clones in Naruto) But when enemyes kill them, then summons are not respawn. How to respawn summons? I played 6 battles, but it wasn't helps. I saw in the script configuration something about 2 battles respawn...but didn't works with 4 summons
Posts: 1,128
Threads: 43
Joined: May 2009
Do you mean you want the summons to be available again during the same battle when they have been killed?
Posts: 867
Threads: 15
Joined: Nov 2009
I think he means that the "summons revive after X Battles" feature is not working properly.
Posts: 1,128
Threads: 43
Joined: May 2009
mmm, yes, I think you're right