Targeting an empty Actor slot in battle.

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Yato

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Played around a bit with getting an animation to play. I did my tests in the Symphony demo assuming that's what you're using since you tagged the thread with it.

First off, because the script calls are long and hard to work with in the limited space the engine gives you, I made a little scriptlet to simplify the call:

Code:
class Game_Interpreter  def start_actor_ani(actor_index, animation_id)    #set x    x = SYMPHONY::View::ACTORS_POSITION[actor_index][0]    SceneManager.scene.spriteset.actor_sprites[actor_index].x = x    #set y    y = SYMPHONY::View::ACTORS_POSITION[actor_index][1]    SceneManager.scene.spriteset.actor_sprites[actor_index].y = y    #start snimation    a = $data_animations[animation_id]    SceneManager.scene.spriteset.actor_sprites[actor_index].start_animation(a)  endend
Then your common event you'll just want a script call of the following:
Code:
i = $game_party.battle_members.sizeif i < $game_party.max_battle_members  start_actor_ani(i, 38)end
Changing the 38 to whichever animation you want. This should go before the add actor command. You'll also want to add a wait command of however long the animation is after it.
 

Syltti

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Sorry guys, forced myself to go to sleep after an incredible derp moment 8 hours ago.


I'll give that a shot, Racheal~


That worked! I had to set the scope to None, otherwise the animation played on the summoner, then the zombie's spawn location. But, it played an animation before the zombie's appearance~ I really appreciate all the help Duncan and Rachael~
 
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Mithran

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