So, I wanted it to be that when you enter a battle and use certain skills. It would play an animation, like a real full body animation you would see in cartoons or something. So what I did, is created a short two second animation, exported it as a .ogv, uploaded it to rpg maker as a movie, created a common event, and put the animation into that. Then, on the skill under effects, I called the common event. The problem is that it plays after the damage is dealt, instead of before. An in addition to that, the movie gets interrupted by the next person who attacks. So is there a way to pause the battle, while a move plays out, and to make it appear before the damage is dealt out?
Battle Animations
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you'll need a script that implements action sequences and allow you to specify when in the sequence the common event is processed.
For VXA, the only battlescript with action sequence that I know of is yamis battle engine symphony. there are others (especially in japan), but they didn't get much support or translation. And I don't know if symphony has a default for common events or if that would have to be done as a script add-on. -
Ok thanks, I'll check it out.you'll need a script that implements action sequences and allow you to specify when in the sequence the common event is processed.
For VXA, the only battlescript with action sequence that I know of is yamis battle engine symphony. there are others (especially in japan), but they didn't get much support or translation. And I don't know if symphony has a default for common events or if that would have to be done as a script add-on. -
You could try messing around with "Yanfly Engine Ace - Follow-Up Skill". Set skill A dealing no damage except doing a common event (your movie) and whatever required wait time, then have it follow up with the skill that deals the actual damage.
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I actually tried doing this without any scripts, I'll try it with the engine you recommended, thanks.
Edit, even with the follow up script it still gets cut off, thanks for the help anyway guys.