The RPG Maker Resource Kit

Other Game Creation => Program Troubleshooting => Topic started by: neocyan on November 18, 2008, 06:03:54 AM

Title: how create animation atk sequences / limit break atks & special boss death
Post by: neocyan on November 18, 2008, 06:03:54 AM
seens some skills like omni slash and embrace end on vx

also the old skool ff boss death collapse

how do i do it for xp?
Title: Re: how create animation atk sequences / limit break atks & special boss death
Post by: neocyan on November 19, 2008, 09:26:21 AM
 Bubs' Custom Skill Animations (8.2.08)
#=============================================================================
#   This script can be used as examples on certain skill animations so you can
# learn how to make your own.  The moves contained in this script may be used
# and modified for any game project (although most of them were made very
# quickly and badly).  Please remember to give me credit if you use these.
#
#   I apologize for not making this script clean.  I've been rather busy.
#=============================================================================
module N01
  BUBS_CUSTOM_ANIME = {
#=============================================================================
# ? SINGLE Actions - Note to beginning creators of skill animations:
#                    Remember that SINGLE Actions cannot be used by itself
#                    in a SEQUENCE (unless it is a special case such as for
#                    a Actor/Enemy Basic Action Setting).
#=============================================================================
  # Fireball
  "FIREBALL(SHOOT)" => ["m_a",  95,   0,  0,  24,   0,  0,  0, 0,false,""],

  # Omnislash
  "OMNISLASH_MOVE" => [  1,  20,   0, 6,  -5,   0,  "WAIT"],
  "OMNISLASH_JUMP" => [  1,  30,   0, 6,  -1,   -4,  "WAIT"],






something like this

Title: Re: how create animation atk sequences / limit break atks & special boss death
Post by: tSwitch on November 19, 2008, 05:22:56 PM
you could just make custom animation sheets, use a 'hide target' call in the processing of the animation, and make the special attack animation in there.