Zacyia

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Ok! So I have learned one thing so far! No one reads the entire post when replies are made! That being said, here is my question:

I want to know if there is a list that describes what each "action key" is and what it is used for. I have read the script, DO NOT TELL ME TO READ THE DARN SCRIPT CAUSE I WOULDNT BE ASKING FOR HELP IF I HAD NOT DONE THAT ALREADY!!!

I know how to put a skill together and where it goes:

 An example 'action sequence' would look like this:
#  ACTION_SEQUENCE_NAME    =>       ["ACTION_KEY1","40","ACTION_KEY2"],
#         ▲                                      ▲          ▲            ▲                                              ▲
#     The name                     needed      open-array     key example                 closing array and comma
#
It is the action keys themselves that I want to know about, so I put a nice little list together so it is easier to understand what I am getting at:

(List Legend:  **= What I'm guessing    ???=I do not know)

List of action keys and what they do:

WAIT = makes the idle animation**

STANDBY_FIX = ??? ; used for = ???

BALL_PINCH = ???; used for = ???

TINT_PITCH = ???; used for = ???

BALL_BAD_STATE = ???; used for = ???

TINT_POISON = ???; used for = ???

ENEMY_ONLY = ???; used for = ???

BALL_SLEEP = ???; used for = ???

ENEMY_CANCEL = ???; used for = ???

KO = Knock out animation**; used for = ???

TINT_BAD_STATE = ???; used for = ???

ENTER_ALLY = ???; used for = ???

delay(4) = ???; used for = ???

CO_RESET_LEFT = ???; used for = ???

EXIT = Run away animation**; used for = ???

ANIME_TARGET = Animation plays on the target**; used for = ???

CAM_RESET = camera resets**; used for = ???

OPA_ESCAPE = ???; used for = ???

STEP_FORWARD2 = take 2 steps forward**; used for = ???

ANIME_OFF = Turns animation off**; used for = ???

MOVE_COM_INPUT = ???; used for = ???

EARLY_RESET = ???; used for = ???

MAGIC_WAIT = ???

SKILL_WAIT = ???

ACTOR_ONLY = ???

ROTATE_RIGHT = ???

JUMP_FORWARD2 = ???

se('Evasion2') = plays a sound effect (in this case Evasion 2); used for = playing sounds during skill

SHIELD_GUARD = ???

MOVE_TARGET_FAST = Moves the target quickly**

CHANGE_POS = Changing position**

SET_POS = Setting the position**

VICTORY_JUMP_WPN = ???

VICTORY_LAND = ???

VICTORY_JUMP = ???

FIST_ONLY = ???

FIST_THRUST = ???

FIST_EXCLUDE = ???

SWING_R = ???

anime_me(119) = ???

DAMAGE_TAKE = ???

SHAKE_MILD = Mild shaking of the screen**

LDAMAGE_TAKE = ???

PINCH01 = ???

PINCH02 = ???

ANIME_WPN = ???

Bow1 = ???

FIRE_BOW = ???

FIRE_ARROW = ???

BOW_ONLY = ???

BOW = ???

FIST/BOW_EXCLUDE = ???

SLASH = ???

MOVE_TARGET = ???

INDIV_START = ???

DUAL_WPN_ONLY = ???

DOUBLE_LEFT_SWING = ???

IF_KO = ???

ANIME_WPN_FIX = ???

INDIV_END = ???

NEXT_BATTLER = ???

CURVE_RESET = ???

SWING_L = ???

ANIME_WPN_LFIX = ???

STEP_FORWARD = ???

WPN_RAISED = ???

SKILL_ACTIVE = ???

MAGIC_ACTIVE = ???

CUT_BG_START = ???

CUT_IN_BRANCH = ???

CUT_END = ???

CUT_BG_END = ???

ACTOR1_ONLY = ???

CUT_A1 = ???

ACTOR2_ONLY = ???

CUT_A2 = ???

ACTOR6_ONLY = ???

CUT_A3 = ???

FADEIN_WHITE = ???

SAMPLE_MOVIE = ???

FADEOUT_WHITE = ???

ZOOM_OUT = ???

TINT_DIM_BG = ???

EXCLUDE_SELF = ???

FORCE_ACTION2 = ???

FADE = ???

CHANGE_BG_SPACE = ???

TINT_START = ???

REVERT_BG_SPACE = ???

GRAPHICS_FREEZE = ???

SQUARE_ON = ???

CIRCLE = ???

SQUARE_OFF = ???

BEGIN_ATTACK = ???

END_ATTACK = ???

WPN_THRUST = ???

NO_COLLAPSE = ???

COLLAPSE = ???

CO_RESET = ???

WATER_GUN_FIRE = ???

START_THROW = ???

END_THROW = ???

ATTACK = ???

anime(110,false) = ???

TRANSFORM_WOLF = ???

BOW_EXCLUDE = ???

THROW_WEAPON = ???

SKILL_DERIVE = ???

SWORD_ATTACK = ???

ENTER_SPACE = ???

LEAVE_SPACE = ???

SQUARE_START = ???

SQUARE_END = ???

TINT_EXCLUDE_SELF_TARGET = ???

MIRAGE_ON = ???

MOVE_TARGET_BEHIND = ???

TINT_START = ???

MIRAGE_OFF = ???

PRE_JUMP = ???

ROTATE_LEFT = ???

SLAM_JUMP = ???

FORCE_ACTION = ???

PITCH = ???

ANIME_TARGET_FIX = ???
Now that I have ALL of the ACTION KEYS in a list; I want to know 3 things about each key:

1. What does it do?

2. What can it be used for? (most likely will be answered by question 1)

3. Does it have mulitple uses?(most likely will be answered by question 1)

This has been driving me nuts! I have attempted to mess around and make my own action sequences but I am getting nowhere! Instead of asking for help everytime  I am making a new skill, i decided it would be best to figure out all the individual parts. That way it would be easier to make action sequences (plus after the list is done it could be posted for others to use as a manual like Victor has for his Animated Battlers).
 
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nio kasgami

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all keys can be reused

so you have multiple key 

you have in first "Motion" who generally are made for pose like idle in simple this handle the picture of your character in the whole battle system

so mostly you use them for change your pose 

A = the sprite extention name like "actor_1"B = the sprite in the specific row in vertical (check how work spritesheet) C = the type of loop#the name of the key(can be anything) => ["the type", "check A","check_b","same as B but horizontal", check_C, the speed, z_value",wait,shadow_enable]"NEAR_DEATH" => ["motion", "_2", 2, 0, 4, 12, 0, true, true, "" ], after you have the "Move" one who are litterally made for the movement

Mode,target,X-ax,Y-ax,H-ax,speed,curve,jump, motion keys "ENTER_ALLY" => ["move",-7, 180, 0, 0, 0, 0, [ 0, 0], "MOVE_LEFT"],and the WP one are made all for weapons

the M_A is the one who control the projectile like arrows or gun bullets

anime is for control all related by animations stuff

camera this section control the battle camera but it's pretty complicate to control this section if you don't know how to manipulate X an Y

I will not enumerate the wholes types because it's pretty long and I will not have enough places in this section

how to implement a action_sequence

in simple it's only a bunch of key...imagine it's a list and the system will follow the list by execute each key word time after time

and this YOU who create the keyword who are not customizable are systems key are premade keyword like :

Pre-configured keys class "ANIME_OFF" => ["anime_off"], "BATTLE_END" => ["battle_end"], "GRAPHICS_FREEZE" => ["graphics_freeze"], "DAMAGE_ANIME" => ["damage_anime"], "MIRROR" => ["mirror"], "WPN_OFF" => ["weapon_off"], "WPN_ON" => ["weapon_on"], "NORMAL_COLLAPSE" => ["normal_collapse"], "NO_COLLAPSE" => ["no_collapse"], "COLLAPSE" => ["collapse"], "NON_MOTION" => ["non_motion"], "NON_MOTION_CANCEL"=> ["non_motion_cancel"], "CHANGE_POS" => ["change_base_position"], "SET_POS" => ["set_base_position"], "FORCE_ACTION" => ["force_action"], "FORCE_ACTION2" => ["force_action2"], "NEXT_BATTLER" => ["next_battler"], "INDIV_START" => ["individual_start"], "INDIV_END" => ["individual_end"], "LOOP_START" => ["loop_start"], "LOOP_END" => ["loop_end"],in simple for be able to use this system you will need to know how work 

the sprite (row) 

what's is a X_axis , Y_axis and Z_axis

knowledge of Zoom_x and Zoom_y

in simple tankentai is sadly not for people who don't have knowledge into Rpg maker features and  don't understand how work rgss (at least understand the basis) this a expert tool

and for the manual No I will not spare it into a manual when all the informations are already in it  it's sure this not always clear but make a manual will require to update it constantly and I already struggle with the bug fix I don't have time for that

( I am the one who support journey (translation made by lady-elise) with bug fix )
 
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Zacyia

Ambition
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*Sigh* First I want to apologize for being rude. I just looked over the script last night and realized that it was really spelled out for me... Unfortunately I started to learn how to use Tankentai from a friend of mine, who told me that everything I need to know about making skills would be in this section:

#===============================================================================
# ● Full action sequences. [skill and Movement creation]
#===============================================================================
# ►What is an action sequence◄
#  An action sequence is just as the name suggests: A sequence of configured
#  'action keys', that are chained together to create a complete action and/or
#  movement.
#
# ►How does it work◄
#  An action sequence performs all included 'action keys' one right after the
#  other, from left to right. They consist out of the 'Action Sequence Name',
#  followed by the 'action keys' that you have included within the
#  corrosponding array. An example 'action sequence' would look like this:
#  ACTION_SEQUENCE_NAME    =>       ["ACTION_KEY1","40","ACTION_KEY2"],
#         ▲               ▲         ▲                    ▲            ▲
#     The name           needed    open-array          key example   closing array and comma
#
# ►How to use this in skills◄
#  You can use these 'action sequences' by setting them up in the          
#  'Journey Configuration'.
#===============================================================================
I made an amateur mistake, and made a fool of myself. For future reference, I promise to read the script first (the ENTIRE script) before asking for help. Thank you though for taking the time to reply to this idiot's post! (the idiot being me of course)
 

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