[Ace] Victor Scripts Chanting Animation (solved)

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Started by Akin 2 posts View original ↗
  1. Hey all,

    I've been working with Victor's Animated Battler script on my project. I'm probably an intermediate user when it comes to scripting ruby in VX-Ace I'm probably an intermediate user. I've had success with debugging and troubleshooting most issues on my own but for my latest problem I've been unable to find a solution on my own.
     
    Problem Statement
    While using Victor's ATB script with :charset battlers, I am unable to setup a custom pose for "chanting", ie-the pose that battler's take when waiting to cast a skill with the <cast time: x> comment tag.
     
    Background
    I have setup several custom poses for default animations before. Example, I have setup custom hurt and dead poses for actors using the following code under the ":charset" setup and graphics saved in the following format $name[dead].png or $name[hurt].png.
     

    Spoiler
      $Everettdead.png$Everetthurt.png

    # Pose displayed when incapacitatedpose: self, sufix [dead], row 1, frame 1, x 3, y 5;wait: pose;# Pose displayed when hp is lowpose: self, sufix [hurt], row 1, frame 1, x 3, y 3;wait: pose; 
    Now I would like to setup a chanting animation using the following graphic named in the format $name[casting].png. I tried the following code. I checked that the animation worked the way I wanted it by replacing the idle and guard animation code first. I then reset to default.

    Spoiler
    $Everettcasting.png

    # Pose displayed when idle <action: idle, loop> pose: self, sufix [casting], row direction, all frames, return, wait 8; wait: pose; </action> # Pose displayed when guarding <action: guard, loop> pose: self, sufix [casting], row direction, all frames, return, wait 8; wait: pose; </action> 
    The animation played fine exactly the way I wanted to whenever idle or guard. I then tried to place my code under the following sections to try to find which one would work for my skills. However, none of them would replace the default chanting pose.

    Spoiler
    # Pose displayed while waiting to perform actions <action: ready, loop> pose: self, sufix [casting], row direction, all frames, return, wait 8; wait: pose; </action> # Pose displayed while waiting to perform item actions <action: item cast, loop> pose: self, sufix [casting], row direction, all frames, return, wait 8; wait: pose; </action> # Pose displayed while waiting to perform skill actions <action: skill cast, loop> pose: self, sufix [casting], row direction, all frames, return, wait 8; wait: pose; </action> # Pose displayed while waiting to perform magic actions <action: magic cast, loop> pose: self, sufix [casting], row direction, all frames, return, wait 8; wait: pose; </action> 
    example.jpg

    I made sure to add the <cast time:x> tag to the skills I was testing and adjusted the hit type to all the settings to ensure it wasn't a poorly setup skill. I then started going through the :charset animation settings and replaced almost all of them with my pose code to try and find which pose should control the chanting animation. However, after reviewing the code for Victor's ATB and Victor's Animated Battle I'm fairly certain its poses that I identified above.

    Finally I started a brand new project from scratch. Imported over my 3 graphics and the following scripts straight from Victor's Wordpress: "VE-Basic Module", "VE-Animated Battler", "VE-Animated Battle", and "VE-ATB".

    After doing the bare minimum amount of setup required to setup the scripts as working. I repeated all of the above, and was still unable to set my own pose to the precast "chant".

    If anyone could help with a solution or a suggestion on what to try next it would be greatly appreciated.

    Thank you,

    Akin
  2. Hah, Actually, I just stumbled on the answer when re-reading Victor's user manual.

    Main Pose SettingsVEAB3.PNGThis setting allows to setup wich row will be used with each pose. In most cases, these values are just used as reference, since the actual sprite row used is set on the pose setting itself, but in some cases (specifically the ready, command, input, cancel and cast poses) the existance of these values decide if the pose will be played. So if they’re nil, they will be skiped

     
    I needed to set the ready and "cast" rows accordingly. Just tested and it works now. If someone could please lock. Thanks