- Joined
- Mar 17, 2012
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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:
Then your common event you'll just want a script call of the following:
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.
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
Code:
i = $game_party.battle_members.sizeif i < $game_party.max_battle_members start_actor_ani(i, 38)end

