Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 Animation : Ground
#1
Introduction

I had made a series of Quake spells (and a couple others) and realized that RMXP always plays the animation on top of the target. With the effect of the ground splitting, it needed to be underneath the target instead of on the target's face, so I whipped up this script real quick to remedy that!

Features (Which double as instructions ;D )

When defining the animation, you can go by...
  • The animation's ID
  • The animation's name
  • The animation's file name
When defining the patterns that are displayed below their target, you can do
  • Ground[key] = true / Ground[key] = [-1] to designate all frames
  • Ground[key] = [pattern, ...] to list specific frames
Screenshots

I would post them but its just an animation playing under a battler instead of on top of, use your imagination!

The Script

Content Hidden

Compatibility

This is compatible with or without the SDK. I do not expect this to work in makers VX or VX Ace, this script was designed for XP.

Author's Notes

I left some example test settings in there, just to show you what different ways you can define ground animations. Also, the priority which ground data is looked up goes 1.) ID, 2.) name, 3.) filename. If you don't understand the script, feel free to ask, and if you find any bugs, feel free to share! Thank you and enjoy!

Terms & Conditions


Free to use in commercial and non-commercial games, remember to credit who ya got it from ;D
[Image: Button-BOTB.png]
[Image: Save-Point.gif][Image: Button-You-Tube2.png][Image: Button-Sound-Cloud2.png][Image: Button-Audio-Mack2.png]
[Image: LS-Banner.gif]
NEW ALBUM OUT NOW!

Reply }
#2
I had to look at the thread a second time to understand how this works but after that it was easy to understand =D What I like about this is that it works not only in Battle but on the map as well. ^^ It is a script that is very specific and probably not many people will have use for it but it defiately is handy and a good idea none the less.
I remember seeing something similar once, where it was claled flatening animations I belive, but I think there were some troubles with that. I can't find any bugs with this, so I'd say well done =D
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   Character's Dash Animation kyonides 0 94 04-08-2024, 03:50 AM
Last Post: kyonides
   Victor Engine - Loop Animation Victor Sant 0 4,186 01-01-2012, 02:23 PM
Last Post: Victor Sant
   Victor Engine - Cast Animation Victor Sant 0 4,151 12-21-2011, 07:48 AM
Last Post: Victor Sant
   Message Shutter Animation Myownfriend 9 12,881 04-06-2010, 11:14 AM
Last Post: Ace
   Animation Bug Fixed woratana 0 3,676 01-22-2009, 01:22 PM
Last Post: woratana
   Auto-Repeat Animation woratana 0 4,107 01-22-2009, 01:10 PM
Last Post: woratana
   Battle Animation 'Flip' Control DerVVulfman 0 4,650 03-05-2008, 06:45 AM
Last Post: DerVVulfman



Users browsing this thread: