Battle System - Simultaneous Actions and Animation Fix

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Started by Teacup1592 5 posts View original ↗
  1. I'm sure that similar ones are already posted but I'm really running out of time for solving this issue.

    Currently, I'm using "Yanfly Engine Ace - Ace Battle Engine v1.22" and "YanFly Compatible Customisable ATB/Stamina Based Battle System Script"

    For 1. Simultaneous Actions: Whenever the an action is selected, all other actions are paused (the ATB bar) and only continues when the action's animation is finished;

    But what I wanted is, to have the animations / actions run while other's ATB is still refilling. In brief, I don't want all other actors and enemy to wait for an action (attack, buff, etc.) to be completed; instead maybe they could start counting ATB while the actions occurs.

    Just in case I wasn't clear, here's how I wanted my animations to run like: https://www.youtube.com/watch?v=d-dYLFo5ZM0#t=53

    There shouldn't (hopefully) be any problem in terms of language, please forgive me.

    2. As for the animations, it occurred fine for the enemies (ie. animations occur where they should); though as for my actors, the animations are always way-too left (shown in Capture.jpg)

    I did checked a little on the scripts itself, unless I was careless (probably), I don't see anything that adjusts animations for the actors specifically.

    Thank you in advance. :D

    Capture.JPG
  2. 1) There are scripts that support no wait ATBs... Though they still wait when an animation is playing, because for one, only one animation can play on a sprite, so if a sprite is still showing a skill animation and it gets targeted again, then the old animation would stop... Plus maybe some other stuff
  3. In reply to Engr. Adiktuzimko (sorry if I accidentally spelled your name wrong):

    Thank you for the answer, now it makes sense (in a way). I guess I just have to go around the thing.

    So as for the animation-fixes, do you have any idea? I couldn't think of anything other than adjusting their positions in the Animation-tab; but that's also applied to the enemies, thus if I did this the problem with the position will be the enemy.

    Thank you in advance.
  4. I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
  5. Sorry for placing it in the wrong forum, Shaz.

    And sorry for taking this long, but, I'm fine with the fixes now.

    Thank you both again, :)