Main Menu
  • Welcome to The RPG Maker Resource Kit.

[VX] Action Sequences in Tankentai Battle System

Started by Lord_Szekelys, March 16, 2012, 12:26:04 AM

0 Members and 1 Guest are viewing this topic.

Lord_Szekelys

Hello friends, I am using: RPG Tankentai SBS + ATB 1.2c 3.4e Kaduki.
And I'm doing some action sequences in the script: Battler SBS Configuration (K).
The problem is I do not know how to make a wizard style skill: That my character sprite launch multiple beams, each beam is directed at the enemy and hurt him.

I did a test, but the rays are not hostile toward, but is still long.
To give an example of "Anime Key" I did (in "Moving Animations")


[                                                    Type   ID Object Pass Time Arc  Xp Yp Start Z FlyGraphicAngle

"RAYO1_ANIM"             =>                ["m_a", 85,   0,       0,   150,  0, -222, 0, 0,  true,""]

As you can see, I put in object "0", which means that the animation will be the target.
In xp and yp put the coordinates of where you start the animation.
In pass put "0" so that the animation stops When It Reaches the Object.
I think the anime key configured correctly.




And this is the hash and put armed.


"RAYO_BEAM "=> [" STEP_FORWARD "," CAST_ANIMATION "," REAL_TARGET "," 24 ",
                               "RAYO1_ANIM", "20", "DAMAGE"
                                "24", "RAYO2_ANIM", "20", "DAMAGE", "24", "Can Collapse",
                                 "FLEE_RESET"],


If someone could clarify how to do it would be very grateful.
Greetings!

Lord_Szekelys


modern algebra

I've never used Tankentai or looked at it, so I am no help, but I will move it to the Scripts board - maybe someone there will know the answer.

Lord_Szekelys

Thanks, Modern Algebra. I've solved it. I appreciate your attention.
You can close the topic.