01-12-2012, 02:34 AM
Introduction
I had made a series of Quake spells (and a couple others) and realized that RMXP always plays the animation on top of the target. With the effect of the ground splitting, it needed to be underneath the target instead of on the target's face, so I whipped up this script real quick to remedy that!
Features (Which double as instructions ;D )
When defining the animation, you can go by...
I would post them but its just an animation playing under a battler instead of on top of, use your imagination!
The Script
Compatibility
This is compatible with or without the SDK. I do not expect this to work in makers VX or VX Ace, this script was designed for XP.
Author's Notes
I left some example test settings in there, just to show you what different ways you can define ground animations. Also, the priority which ground data is looked up goes 1.) ID, 2.) name, 3.) filename. If you don't understand the script, feel free to ask, and if you find any bugs, feel free to share! Thank you and enjoy!
Terms & Conditions
Free to use in commercial and non-commercial games, remember to credit who ya got it from ;D
I had made a series of Quake spells (and a couple others) and realized that RMXP always plays the animation on top of the target. With the effect of the ground splitting, it needed to be underneath the target instead of on the target's face, so I whipped up this script real quick to remedy that!
Features (Which double as instructions ;D )
When defining the animation, you can go by...
- The animation's ID
- The animation's name
- The animation's file name
- Ground[key] = true / Ground[key] = [-1] to designate all frames
- Ground[key] = [pattern, ...] to list specific frames
I would post them but its just an animation playing under a battler instead of on top of, use your imagination!
The Script
Content Hidden
Compatibility
This is compatible with or without the SDK. I do not expect this to work in makers VX or VX Ace, this script was designed for XP.
Author's Notes
I left some example test settings in there, just to show you what different ways you can define ground animations. Also, the priority which ground data is looked up goes 1.) ID, 2.) name, 3.) filename. If you don't understand the script, feel free to ask, and if you find any bugs, feel free to share! Thank you and enjoy!
Terms & Conditions
Free to use in commercial and non-commercial games, remember to credit who ya got it from ;D