Does a script exist that will play an animation when a character is attacked?
I've been hunting around and haven't found one yet, anywhere know where to find something like this?
EDIT:To attempt to make this clearer, think of it like FFVII, when cloud is struck with protect on him, the animation plays. An animation also plays when a foe casts a spell on him while he has reflect on himself.
EDIT+: Since the last edit didn't make things any clearer...this example provided by captainproton helpfully will
-Ralph uses Mirror Potion
-Ralph now has Reflect State
-Stormwitch casts Thunderbolt on Ralph
-"Reflect" animation plays on Ralph *fwing!*
-"Thunderbolt" animation plays on Stormwitch, deals damage
-Ulrika uses Tortoise Stance
-Ulrika now has Perfect Defense State
-Ogre uses Crash Hammer on Ulrika
-"perfect defense" animation plays on Ulrika *clang!*
-attack is nullified
Does a script exist that will play an animation when a character is attacked?
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Could you clarify what it is you want? Maybe even give some examples?
Oh--and you may want to pose your question actually inside your post, not just as the topic. I actually had to check the web address to see the whole sentence. -
Like for example: Foe attack character B who has protect status on them, when struck, the protect animation plays.Could you clarify what it is you want? Maybe even give some examples?
Oh--and you may want to pose your question actually inside your post, not just as the topic. I actually had to check the web address to see the whole sentence.
Another example: Foe casts a spell on character B who has the reflect status on them, instead of the spell animation playing, the reflect animation plays for character B and the original spell animation plays on the foe who attacked them instead. -
I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
So you don't want a script that plays an animation on a character when they're attacked - the default scripts do that already.
What you seem to be asking for is a script that lets you OVERRIDE the animation that plays, based on what state a character has? -
So if you were to attack someone, your attack animation doesn't play, but for some reason THEIR reflection animation plays?Like for example: Foe attack character B who has protect status on them, when struck, the protect animation plays.
Another example: Foe casts a spell on character B who has the reflect status on them, instead of the spell animation playing, the reflect animation plays for character B and the original spell animation plays on the foe who attacked them instead. -
No, what would happen is that when a foe casts a spell on character B, the reflect animation plays ON character B and the spell animation plays on the foe who cast the spell on character B, ergo, reflect.So if you were to attack someone, your attack animation doesn't play, but for some reason THEIR reflection animation plays?
The same kind of thing would apply for physical attacks providing the proper state is on the character. in this case, lets say the state is called "perfect defense", when they are struck, the animation plays.
To attempt to make this clearer, think of it like FFVII, when cloud is struck with protect on him, the animation plays. An animation also plays when a foe casts a spell on him while he has reflect on himself.
THIS is what I'm looking for. -
This is more than what you originally asked for.
This is the first time you have said you want it to have a reflect ACTION, in that the attack animation plays on the person who attacks when the target has the reflect state.
Obviously what happens is going to depend on each individual state, and you have only mentioned two of them (and may still be missing some details on those two).
Each time you have replied to a question, you have provided more very important information than you'd previously given.
You need to be VERY specific about what states you are using, and what you want to happen when each one is applied. Also what happens if a target has several of them?
A scripter can only help you when you define in detail what you want to happen in every possible situation. I suggest you spend some time sitting down working out EVERYTHING you want this script to do, otherwise you are going to keep going back to your scripter asking them to add more stuff because you didn't tell them all that it needed to do previously. -
I wasn't aware that this type of script wasn't generalized..>.>;This is more than what you originally asked for.
This is the first time you have said you want it to have a reflect ACTION, in that the attack animation plays on the person who attacks when the target has the reflect state.
Obviously what happens is going to depend on each individual state, and you have only mentioned two of them (and may still be missing some details on those two).
Each time you have replied to a question, you have provided more very important information than you'd previously given.
You need to be VERY specific about what states you are using, and what you want to happen when each one is applied. Also what happens if a target has several of them?
A scripter can only help you when you define in detail what you want to happen in every possible situation. I suggest you spend some time sitting down working out EVERYTHING you want this script to do, otherwise you are going to keep going back to your scripter asking them to add more stuff because you didn't tell them all that it needed to do previously.
I figured with most rpg game makers(at the very least a fair amount), would aspire to make a game similar to a FF game. In that sense, I figured a script of this nature would already exist and someone could point me to it. There was one that did this for VX but I can't seem to find it ANYWHERE... -
Even if such an script exists, you need to describe the mechanic you want before we can identify it - and not everyone has played FF games, especially not specific games - and reflection is handled differently in different game series.
That is why the rules say that you should always describe a mechanic, and not simply compare it to "unknown game XYZ".
And there are even some scripters who rarely play games - they're scripting because programming is more fun to them than gaming. So you should rather assume that no scripter has played the specific game that is your heart's content...
If I understand your partial descriptions correctly (I think I've played one Final Fantasy game for about one or two hours, can't even tell you which one it was because it didn't interest me after that), then you want a script for the following:
1) The script should be active only when a certain state is on the actor.
2) If the state is on the actor, any time that actor is attacked, it should play an animation on the actor
3) If the state is on the actor, any time that actor is attacked, the attack should be redirected on the attack user (including attack animation on user).
Is that description correct or am I missing something from your game idea? -
Number 3 is off slightly, I was describing two different states. The state I refereed to as "perfect defense" would fall into number 2 in your list.Even if such an script exists, you need to describe the mechanic you want before we can identify it - and not everyone has played FF games, especially not specific games - and reflection is handled differently in different game series.
That is why the rules say that you should always describe a mechanic, and not simply compare it to "unknown game XYZ".
And there are even some scripters who rarely play games - they're scripting because programming is more fun to them than gaming. So you should rather assume that no scripter has played the specific game that is your heart's content...
If I understand your partial descriptions correctly (I think I've played one Final Fantasy game for about one or two hours, can't even tell you which one it was because it didn't interest me after that), then you want a script for the following:
1) The script should be active only when a certain state is on the actor.
2) If the state is on the actor, any time that actor is attacked, it should play an animation on the actor
3) If the state is on the actor, any time that actor is attacked, the attack should be redirected on the attack user (including attack animation on user).
Is that description correct or am I missing something from your game idea?
Since "Reflect" is already a state in the rpg maker program which redirects magic based dmg back at the user, The only two things that would need to be added is the animation of the spell playing on the casting monster instead of the player and the "reflect" animation playing on the character the monster cast the spell on.
Though to be frank, I'd be happy with a script that simply plays an animation of choice when the character is in a state and are attacked or a spell is cast on them. Nothing more is needed beyond that really but if someone wishes to leap the extra mile then by all means.
One thing that is CONFUSING ME however is that I've tried to be as clear as concise as possible yet people keep saying I'm "adding things" and I'm like "huh?!". I understand people aren't mind readers but I would think that I was providing exactly what I wanted in my first two posts in this thread.
I would have thought that this was clear as crystal in what I was asking for, and this was BEFORE I used a video game as reference.SpoilerLike for example: Foe attack character B who has protect status on them, when struck, the protect animation plays.
Another example: Foe casts a spell on character B who has the reflect status on them, instead of the spell animation playing, the reflect animation plays for character B and the original spell animation plays on the foe who attacked them instead.
The only explanation I can come up with as to why no one is understanding what I'm asking for up till this point is that these people haven't ever played an RPG...PERIOD.(no offense intended)
If this is the case then I'm up the creak without a paddle because I SUCK at providing intimate details on mechanics.
I understand I can be hard to deal with in regards to conveying EXACTLY what i want but please bare with me, it's not entirely my fault but I won't bore you with my mental history. -
Could you please not quote the entire post when you're answering, but reduce the quote to the part you are referring to? That makes everything better readable...
That is because you're still assuming the method you see in your mind from playing the game is what everyone thinks, but all kinds of programming need to be abstract - and other games use different effect from what you assume.One thing that is CONFUSING ME however is that I've tried to be as clear as concise as possible yet people keep saying I'm "adding things" and I'm like "huh?!". I understand people aren't mind readers but I would think that I was providing exactly what I wanted in my first two posts in this thread.
Let's check your first post and the title:
Nowhere in the title or in the post you say that something should change the attack that was made on the actor, even your edit only specifies that an animation should play if a certain state is on the actor.Does a script exist that will play an animation when a character is attacked?
I've been hunting around and haven't found one yet, anywhere know where to find something like this?
EDIT:To attempt to make this clearer, think of it like FFVII, when cloud is struck with protect on him, the animation plays. An animation also plays when a foe casts a spell on him while he has reflect on himself.
You assumed that the effect of the state would be part of this script, but nowhere you state that this script also has to do the protect or the reflect - it could easily be that you're using different scripts for the effect, and want this script for the animation only.
Or, if we ignore the edit and go with only the title:
Several years ago I played an RPG where the engine played an Hit-Animation with a moving face and an "Ough" on the attacked player, whenever he was wounded. From your title and your original description "playing an animation when being attacked" this could easily be what you've been asking for - a damage animation for the attacked actor.
Your second post is also the first time that you talked about playing the skill animation on the skill user when being reflected. And again, you didn't specify that the skill's effect should be reflected as well (although that can be assumed in most cases, the fact that you didn't state the skill reflection before made us questioning whether we can assume that, or if you have other things not yet mentioned).
As a third point - just because something is named similiar (like "magic reflection" from the RM engine and your FF-"reflect"-state), you can never assume that it is the same thing - simply because different games often use the same words to describe different mechanics. And the engine's magic reflection ist something entirely other than the reflection you've described here (although I don't want to go into script logic to describe the differences).
No, quite the other way - the community has played too many RPGs, that have too many different mechanics.The only explanation I can come up with as to why no one is understanding what I'm asking for up till this point is that these people haven't ever played an RPG...PERIOD.(no offense intended)
As I said, "reflect" or "protection" or similiar states work different in different game series - and once you have played enough games to know half a dozen different mechanics for any specific state, then a reference to a game you've never played is not enough to tell you which form of reflection the poster is talking about. -
Is this an example of what you're looking for? :
-Ralph uses Mirror Potion
-Ralph now has Reflect State
-Stormwitch casts Thunderbolt on Ralph
-"Reflect" animation plays on Ralph *fwing!*
-"Thunderbolt" animation plays on Stormwitch, deals damage
-Ulrika uses Tortoise Stance
-Ulrika now has Perfect Defense State
-Ogre uses Crash Hammer on Ulrika
-"perfect defense" animation plays on Ulrika *clang!*
-attack is nullified
Is this the sort of effect you're looking for? -
OMG YES! This is EXACTLY what I'm looking for! Now if only someone had a script for this...>.<Is this an example of what you're looking for? :
-Ralph uses Mirror Potion
-Ralph now has Reflect State
-Stormwitch casts Thunderbolt on Ralph
-"Reflect" animation plays on Ralph *fwing!*
-"Thunderbolt" animation plays on Stormwitch, deals damage
-Ulrika uses Tortoise Stance
-Ulrika now has Perfect Defense State
-Ogre uses Crash Hammer on Ulrika
-"perfect defense" animation plays on Ulrika *clang!*
-attack is nullified
Is this the sort of effect you're looking for?
Point Taken. I'll be the first to admit my only interest in RPGs has been the FF series and a few others. Suppose it's not a good idea to assume everyone's played at least one FF game.(But, But...IT'S THE BEST RPG SERIES OUT THERE! HOW CAN YOU NOT PLAY AT LEAST ONE?!XD)No, quite the other way - the community has played too many RPGs, that have too many different mechanics.
As I said, "reflect" or "protection" or similiar states work different in different game series - and once you have played enough games to know half a dozen different mechanics for any specific state, then a reference to a game you've never played is not enough to tell you which form of reflection the poster is talking about.
Yet another valid point. As I said in an ealier post, it's hard for me to provide exactly what I want in one sitting. It's often not until I'm prompted to do so that I provide additional information. You could tell me till your blue in the face to provide "ALL THE INFO" and for some EXTREMELY STUPID REASON my brain would simply go "Oh, this and this!*lacking details*"Nowhere in the title or in the post you say that something should change the attack that was made on the actor, even your edit only specifies that an animation should play if a certain state is on the actor.
You assumed that the effect of the state would be part of this script, but nowhere you state that this script also has to do the protect or the reflect - it could easily be that you're using different scripts for the effect, and want this script for the animation only.
As i said before, it's hard for me to provide all the details in one sitting... >.< -
You're not alone in that, no one can think of everything on first having an idea.As i said before, it's hard for me to provide all the details in one sitting... >.<
Because of that, I usually write the first draft of any idea, request or commission somewhere else (often on paper, not even in the computer), and only post or send it after I've read it myself several times. -
Bump
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I'm not exactly sure that I understood the whole mechanism you want here but it certainly sounds something that could be achieved with Tsukihime's Battle Reactions script.
The player or the enemies will use certain skills in reaction of certain skills used on them.
Naturally, the reaction skill's animation will play too.
You can condition the reactions to require some states inflicted on your actors to take effect, and you can set the reaction skills to take effect before the opponent's skill effect takes place.
And with this, that Ulrika example is done.
For the reflect thing, I suggest Yanfly's Element Reflect script. That script can separate the reflect state into elements, so that you can create states like "Fire Reflect", etc.
For creating a "default" reflect state with that, create a state which adds all of your elements as reflect-able.
Why? Because with this script, you can specify an animation to play before the reflected skills animation triggers, effectively making that Ralph example a piece of cake to make.
I am using both of these scripts, and I must say, these are necessary to make the battles more tactical, especially if fighting with bosses and optional uber-strong bosses, battle reactions is a must to have for those.