Atoa Custom Battle System CTB animation while cast
#1
Happy new year!
But thats not what im here for. (
Im making use of ATOAS  Atoa Custom Battle System and his CTB (FFX like addon he made)
In his CTB he installed a function where certann skills can have casttime which is a very cool and useful feature.
Only problem is, when someone uses a skill with a casttime, the user just makes the regular pose (standing)
it is not possible to add a certain animation to a skill. For example:

Quote:# Set here the cast time for each item and skill
 # By default all items have the cast speed = 0 (that means, no cast).
 #  
 #   Cast_Time[Action_Type] = {Action_ID => [Speed, status]}
 #     Action_Type = 'Skill' for skills, 'Item' for items
 #     Action_ID = ID of the skill or item
 #     Speed = cast speed, higher value = faster cast
 #       recomended values between 500-100
 #     Status = The status that the cast speed is based
 #       if nil, the cast will have fixed speed
 #       the status can be:
 #         'hp', 'sp', 'level', 'str', 'dex', 'int', 'agi'

 Cast_Time['Skill'] = {1 => [300,'int'], 2 => [400,'int'], 3 => [500,'int'],
   7 => [300,'int'], 8 => [400,'int'], 9 => [500,'int'], 10 => [300,'int'],

Here we can determine that for example skill 1 has 300 value and is effected by int. Which is very good. But I'd like to you to make a

addon, that for example, if someone uses skill 2 and while he has to wait Animation #5 from the animation list is upon the user until he casts his skill off.
Basicily I would like to see this:

Cast_skillanimation = 2 = 5.
basically meaning that the animation of the castskill#2 is 5.
It would be also cool if one could determine, that if you cast a skill and until you cast the skill a certain pose of the skilluser is used.
But, lets stay by the animation for beginner reasoners :))

the script: http://workupload.com/file/MFbtRzuv
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#2
I've just tinkered with Atoa's system... and the CTB system therein. And with that, I can confirm that I was able to make DarkLuar to use her Bird Killer attack (the bow shooting animation assigned to skill 73) with a delayed skill effect set to just a 50 wait.

She uses the Chelsea spriteset.

The setting that defined a custom animation for the bow skill is on line 553 in the Config 2 - Advanced page:
Code:
Skill_Settings[73] = ["STARTTHROW/101-Attack13,0,122,123,124,125,300,-20,0,0,0",
                        "MOVETYPE/NOMOVE","ANIME/13"]
And the 'ANIME/13' in this sets the pose in DarkLuar's template to the 13th pose (though it can be expanded to multiple random poses here).

And with that, I merely added a casting time like this:
Code:
Cast_Time['Skill'] = {1 => [300,'int'], 2 => [400,'int'], 3 => [500,'int'],
    7 => [300,'int'], 8 => [400,'int'], 9 => [500,'int'], 10 => [300,'int'],
    11 => [400,'int'], 12 => [500,'int'], 13 => [300,'int'], 14 => [400,'int'],
    15 => [500,'int'], 16 => [300,'int'], 17 => [400,'int'], 18 => [500,'int'],
    19 => [300,'int'], 20 => [400,'int'], 21 => [500,'int'], 22 => [300,'int'],
    23 => [400,'int'], 24 => [500,'int'], 25 => [300,'int'], 26 => [400,'int'],
    27 => [500,'int'], 28 => [300,'int'], 29 => [400,'int'], 30 => [500,'int'],
    73 => [50,'int']}
... the 73 => [50,'int'] ... being my addition to the hash array that began on line 193 in the CTB addon.

Now, if you want to make her jump around before she even SHOOTS her bow (a casting/chanting animation if you will), I returned to line 553 and added one more bit of code:
Code:
Skill_Settings[73] = ["STARTTHROW/101-Attack13,0,122,123,124,125,300,-20,0,0,0",
                        "MOVETYPE/NOMOVE","ANIME/13","CHANTING/10'"]
I added "CHANTING/10" which makes her jump around with the 10th pose in her spritesheet. All this with the delay system in use.

Okay, I know... From what I read in the CTB code above the area where you set the delay rates, I too thought I would be setting the chanting pose here. Nope... you set it with the rest of the animations in the Config 2-Advanced page.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#3
Okay, by Using "chanting" I was able to give them a certain cast pose until they cast their attack.
But what I meant was not about the cast pose. I wanted a feature where I could determine a certain animation from the animation list ON the User until he casts his skill. Allow me to give you an example. Its not possible to this in the code itself.

[Image: oqyymti3.png]
Watch the animation under the guy.
Reply }
#4
So, you're looking into the battle animations themselves to show per skill. In the case of setting battle animations per skill, look towards this:
Code:
Skill_Settings[73] = ["STARTTHROW/101-Attack13,0,122,123,124,125,300,-20,0,0,0",
                        "MOVETYPE/NOMOVE","ANIME/13","CHANTING/10",
                        "ANIMDIRECTIONCASTER/15,15,15,15",
                        "ANIMDIRECTIONTARGET/4,4,4,4"]
Here, I added TWO more statements, the Animation Direction Caster set (for the caster) and the Animation Direction Target set (for the target of the attack). You will wish to set both if the target hit animation is different than the animation that plays when the battler attacks the target. Here, I set battle animation 15 to play on the user of the 'Bird Killer' skill, and the traditional Hit animation (#4) for the target. If you do NOT set the ANIMDIRECTIONTARGET value, the ANIMDIRECTIONCASTER animation will play upon both user and target.

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.

Laughing And this isn't my system. I get this a lot.

Oh, and it's ATOA's (Victor Sant's) Birthday today.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#5
Greetings,
By adding those two commands, I was not able to use a cast a animation on the user after the skill is used but before the attack is performed.
I Want the animation on the user to appear while he has to wait until the skill is performed.
Basicially like this:
User chooses a skill:
After the decision he has to wait a certain time.
While he has to wait for the cast time, a certain animation should appear on him.
By the code, we have now, its not possible as I see it, but im not a programmer.
Reply }
#6
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...
(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. Winking
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#7
it really worked! Thank you!
Reply }


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