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RMRK RPG Maker Creation => Requests => Script Request => Topic started by: Archu on September 15, 2008, 04:55:19 PM

Title: [REQUEST] Damagecount Delay script.
Post by: Archu on September 15, 2008, 04:55:19 PM
<Damagecount Delay Script>
<September 15, 2008>




Summary
<<A possible script to let the game know that certain skill ID's show the damagecount at a specific frame/moment. (Tankentai Sideview Battle System v2.7 specific)
This to make the game feel less rushed and make players "pray" to survive a certain attack.>>

Features Desired

Mockups
<<None at the moment>>

Games its been in




Did you search?
<<Yes>>

Where did you search?

What did you search for?
Title: Re: [REQUEST] Damagecount Delay script.
Post by: Archu on September 19, 2008, 04:46:16 PM
I know it's difficult to explain, so i'll try it with a video i uploaded of a work in progress project of mine.

http://nl.youtube.com/watch?v=L_8l4TJS0RI

Notice the damage showing BEFORE the longer Overdrive animations have ended. [like the Crippling Pain and Pairus Wrath skill. Though i didn't set the Crippling Pain skill in overdrive yet, so i was merely spamming it to see if it worked.]
Eventually you also see some damage while the animation is playing, but that's just the poison damage.. so forget about that.  :P

So what i wan't is simple. I wan't the damage to show up after the longer animations have (nearly) ceased playing.
Is anyone familiar or experienced with this battle system script that has the ability to help me out?  8)

Thanks..
Title: Re: [REQUEST] Damagecount Delay script.
Post by: modern algebra on September 19, 2008, 06:04:42 PM
Can you link to the CBS (The Tankentai thing) you're using?
Title: Re: [REQUEST] Damagecount Delay script.
Post by: Archu on September 19, 2008, 06:23:09 PM
Will do.

http://www.rpgrevolution.com/forums/?showtopic=20040
Title: Re: [REQUEST] Damagecount Delay script.
Post by: Archu on September 23, 2008, 01:07:24 PM
Any luck on finding it Algebra?  :o
Title: Re: [REQUEST] Damagecount Delay script.
Post by: tSwitch on September 25, 2008, 01:55:25 PM
I think the problem might be with the side view battle system itself, and the timing of damage processing.

it might be able to be solved by just changing damage display to a different point in the battle timeline, but I'm not well versed in VX scripting or the TSVBS so it's only a guess at this point, I'll try to take a look as well.
Title: Re: [REQUEST] Damagecount Delay script.
Post by: Archu on September 25, 2008, 03:51:23 PM
My idea was that it should be somewhere in the "SBS 2.7 Config" script.. but it would mean that i need to assign the desired skills to a certain animation sequence, or create a new one.

Not sure about that one though..
Title: Re: [REQUEST] Damagecount Delay script.
Post by: Archu on October 01, 2008, 04:33:42 PM
*Brainstorms*  ;8
Title: Re: [REQUEST] Damagecount Delay script.
Post by: modern algebra on October 01, 2008, 11:40:43 PM
It's not likely that it is in the CONFIG by default. Any scripter would probably have to manually add the feature. Since hardly any scripters like working with someone else's code so intricately, it might not be easy to get someone to take this project on. If I find I have some free scripting time, I'll take a better look at how it might be done, but don't really count on that happening.
Title: Re: [REQUEST] Damagecount Delay script.
Post by: Archu on October 07, 2008, 04:39:42 PM
Hm, no problem at all.

From your knowledge, is there a different battle system sort of like this one that has this future.. or something similar?