Hello, I just recently got the Luna Engine (off Steam) and I've been looking into a few things that have me a bit curious in terms of what certain scripts can do or what is necessary and how to find some functions.
I have tiny experience with scripting (I've sifted through a million scripts to be able to at least edit some lines as needed) but I'm missing some things in terms of core method references, so please bear with me.
1. What exactly does "animated faces" do? Does it allow you to use frame loops in battle for battle faces?
2. If it does do 1, does the full animation play before reverting if you turn off a loop, or is that decided by other factors? (Example: If I have a character using a spell and the animation is of him pointing, will it execute the full animation before returning to a normal state?)
3. What conditions can I use for the Lunatic Faces (or where can I find such conditions)? How would I have a face change when executing an action, such as a skill or attack?
4. Is it necessary to use something like Yanfly menu in order to add more menu options, such as for new scenes like a skill tree or bestiary? If so, is it necessary to make edits in order to modify the appearance of such new options?
5. do not have any new scripts installed other than what I've been looking at in the base menu, but I do intend to use Yami's CATB system. To apply a new ATB bar skin, where do I find the settings to do so?
Thank you in advance! I appreciate any help anyone can provide -- and this engine is looking amazing from everything I've seen thus far c:
Several (Lunatic) Questions?
● ARCHIVED · READ-ONLY
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1. Lunatic Face has two segments, just displaying a static one or animated one. The animated one is separated. So for example if an actor receive damage, a static one would be just 1 frame of faceset changing. An animated one would be they could be throwing their heads back or something.
2. You set them to loop or not. As we said in the instructions over here.
# all animated faces should have suffix [AF FRAME-FPS LOOP]# where FRAME is number of frames, FPS is delay between frame# LOOP is optional.# example: Face1[AF 10-5 LOOP]# Face2[AF 8-2]3. Lunatic Faces requires minimal programming knowledge, basically just ask around sometime for some 'how do I check if actor has 5 hp or something' similar.
Code:4. Yes. You need to use Yanfly Menu to add new commands or other scripts that does the same thing as long as Luna is compatible with them. We didn't create them nor are they luna-fied, so you have to do it on your own or ask the scripter.5. Check DoubleX's post in the Compatible scripts and our Github.module BattleLuna module Addon LUNATIC_FACE = { # If all these faces can't be found, system will find default face. # For default faceset, you must use notetags for both damaged and # lunatic mode. # Notetag: <damaged face: Faceset, Index> :damaged => { :suffix => "_damaged", :wait => 24, }, # The higher the ID, the higher the priority # Suffix is used for Face Type 1/2, [Faceset, Index] is use for Face type 0 :lunatic => { # ID => [Condition, Suffix, [Faceset, Index]] 0 => ["actor.hp_rate >= 0.5", ""], 1 => ["actor.hp_rate < 0.5" , "_weak"], 2 => ["actor.state?(29)", "_Happy", ["Actor1_Happy [AF 7-15 LOOP]", 0]], 3 => ["actor.dead?", "_death"], }, } end # Addonend # BattleLuna -
Thank you very much for the answer!
I'm still not entirely sure on the checking for skill usage for number 3 (Say play X face while attacking). I'm familiar with checking attributes but not entirely sure if it's covered under that by some other process I'm not entirely aware of yet, but I'll be sure to ask around. Other than that, it's answered~