theoallen / TSBS

Theolized Sideview Battle System for RPG Maker VXAce. Check out our sample game demo: https://rpgmaker.net/games/6366/
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Enemy Battler Attack Sequence #3

Closed powerover closed 9 years ago

powerover commented 9 years ago

Hello Allen, is there a way to change the enemy's basic attack sequence without using the < sideview: battlername > tag? Because it doesn't seem to work when I just put < attack: id# > and nothing else in the enemy note box.

Ty for your help : D

theoallen commented 9 years ago

Enemy doesn't have attack. They use action patterns you defined in enemy database. Use it.

powerover commented 9 years ago

I have only one skill for the enemy in the database and I'm sure it's set up correctly. Every time the enemy attacks I can here the sound effect changed, however the animation is still default. This is the default attack sequence

"ATTACK" => [ [false, false, nil], [:move_to_target, -55, 0, 20, 10], [:wait, 25], [:show_anim, 71], [:target_damage, 102], [:wait, 10], ],

For some reason the animation is always the default animation (#1) unless I remove "target_damage."

theoallen commented 9 years ago

Welp, here is the way I setup enemy default attack sequence Make a new skill, named it "Enemy Attack". Put it in notebox \sequence : Enemy_Attack

Then add new action sequence, named it "Enemy_Attack" as well. Assumed you know how to insert new action sequence.

"Enemy_Attack" => [ [:move_to_target, -55, 0, 20, 10], [:wait, 25], [:show_anim], [:target_damage], [:wait, 10], ],

How I setup screen shot 11-15-14 at 08 08 am

Put it in enemy action pattern screen shot 11-15-14 at 08 09 am

powerover commented 9 years ago

Same problem, i can hear the different sound effects but the enemies' animation is still default. If I switch out the [target: damage] i can see the animation i wanted, but adding target_damage causes the enemies animation to be switch to normal. 2 3 1

I realize the animation ID i have in the script is different from what i have in the database, but either way, the enemy still only attack with default animation

theoallen commented 9 years ago

That japanese UI, I can't tell if it's the problem from the UI itself. Welp, look at your sequence, you explicitly show animation 71. And it will ALWAYS play animation 71. If you want to play animation depends on the skill, get rid the parameter. You should only put [:show_anim],

powerover commented 9 years ago

i don't think it's the UI's problem consider everything else worked perfectly fine, I purposely tried with both [:show_anim] and [:show_anim] with a specific anim id but either way it will only play the default animation (it's the first animation in the database) and nothing else as long as I have the [:target_damage] command in the script and I think that's where the problem is. If I just use [:show_anim] it will play the correct animation I wanted, but if I add [:target_damage], it will play the default animation.

theoallen commented 9 years ago

the [:target_damage] should not display any animation unless you accidentally put animation guard. An animation played over the target to replace the current animation. Read the state notetag

https://github.com/theoallen/TSBS/wiki/State-Notetags

Anyway, try to put additional wait before the [:target_damage] and let see what happen [:show_anim] [:wait, 10], [:target_damage]

powerover commented 9 years ago

figure out where the problem was, there was a [cast] command in the "hurt" sequence, sorry for the inconvenience and thank you for the help. : D

theoallen commented 9 years ago

hoho... I see Welp, no problem :D