I must say, I'm incredibly impressed with this script so far. After spending nearly 3 days contemplating on which battle script to use, I've come to the conclusion I'll be using this one. Thank you, TheoAllen.
Though I must ask two things: is there a direct way to rotate icons so they appear to spin (I intended to make a spinning attack with a scythe, you see) but I may have missed it in the script settings, and is there also a way to show shields when I use the defend command or when I block an attack completely if the character has one?
I personally don't use icons, so I can't help you with the first problem, but I can with the second. When you defend, allow the block skill to add a guard state. That state will have a anim_guard which will play whenever an enemy attacks it. This would work if you want a general shield animation.
However, if you want a sequence to play so that you can actually show the icon of the shield equiped, i don't know if you can create a state anim_guard sequence, but you can create a state idle sequence. basically when the player hits the defend command, the character will just have their shield icon up the whole turn, and then you can have an anim_guard for the impact against the shield.
If you have any questions, i'll be happy to go into more detail. Not sure how long it will take for Theo to read your post, since rumor has it he's focused on school and doesn't check his threads much lately.
Hey boss! I got a quick question!
For skills and stuff and making the preparation animation, is there a way I can have multiple preparations on the same skill without the need to copy the skill and make seperate preparation animations for each person?
I don't know how long it'll be before you reply, since from what I last recall, collage caught up and gave you one hell of a workload these days, hopin' that's workin' well for ya.
Thanks boss!
If I understand you correctly, you could probably have one preperation sequence with a :case that checks which character is using that skill, and then have it force an action based on who it is.
These aren't the real script calls, since I don't really know how to call the turn actor, but I'm sure you or someone on the "RGSSX questions that don't deserve their own thread" would know.
[:case, {
"actor.turn == 1" => "Eric_Prep",
"actor.turn == 2" => "Noah_Prep",
<and continue down as far as you need>
}],
If this doesn't address what you're asking about then sorry, just trying to help people on this thread since Theo isn't around much and I've been using this system for 2 months now.