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[RESOLVED] Do commen events work in battle?& how do you make a sommon anamation?

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is there a way to make an annamation display over the enitre screen including the player section?

think this

it is a sommon and i want to do somethink like it in my game

« Last Edit: November 24, 2007, 02:08:59 PM by Zeriab »
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

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I AM A MASSIVE FAGGOT
is there a way to make an annamation display over the enitre screen including the player section think this

<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/dEt6N_xwSCc&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/dEt6N_xwSCc&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

i c wut u did thar

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sorry it is fixed now i was in the prosses of fixing when you posted
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lol thanks Nouman
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no problem man. Good luck on getting your question solved.
Watch out for: HaloOfTheSun

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I think I found a way.

Create a common event and using the show picture function create an animation in the common event.
Then in the skill select the common event with the animation. 
My only question is will the use animation play before the common event, and then will I be able to make a hit animation play after the common event.
Or will this even work at all?

basicly my question now is can the summon animation be done with a common event
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I think I read some where that Common events dont't work in battle is this true?
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Yeah, probably my post. As far as I've seen, they don't work in battle. You can try them out but it failed for me. I tried making a summon system but it wouldn't allow me to check if the summon's health = 0 so I can replace him with the previous party.

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parallel process or autostart common events do not work in battle. As far as I know though, you can call common events through a battle event, or through a skill or item.


I don't think you would be able to stick it in between the user and target animations though. It would have to be after both. However, I am a little confused as to why you cannot just make your animation sufficiently large.

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I have figured it all out. All you need to do is use the zoom function for each frame that you put in and chance the animation’s position to screen. Then it will display the animation only once on the screen instead of on each enemy it is targeting. This topic is now resolved. I think I’ll make a tutorial on the subject.
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.