BATTLE SYSTEMS?
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In RM2k, you can have battle animation to do that, they have implemented that in RM2003
In RMXP, I guess you have to create an RGSS-script.
In RMXP, I guess you have to create an RGSS-script.
Well then it's a simple option implemented in the battle anjimation window while creating a new weapon or skill
Found a nifty way to do it for RMXP, without scripting, actually.
Like all my solutions, of course, it's awkward.
1) Export both the animation for the attack and the battler for the character doing it.
2) Use your favorite paint program to copy the battler and paste it over either an empty cell or a cell you don't need in the attack animation. Re-import the new animation.
3) For the special attack/weapon that that character uses, create a "user animation" that erases the target graphic for, oh, 20 or 30 frames longer than the animation actually lasts. (This can look pretty cool with, say, dust clouds as the animation, but maybe you have something even better in mind.) You could also create another animation if you want the character to run out of frame-- disappear the target, but put a normal-overlay duplicate in their place, then move it out of frame.
4) For the attack itself, create an animation which incorporates the battler. (Because a battler is one frame only, some improvisation may be necessary. I like it for running/jumping attacks, though.)
Now, when you do the attack, the attacker will leave their place in the lineup, you'll see them doing their attack, and they'll reappear where they were afterwards.
If you use this technique for area effect attacks, of course, it might look pretty odd...
Like all my solutions, of course, it's awkward.
1) Export both the animation for the attack and the battler for the character doing it.
2) Use your favorite paint program to copy the battler and paste it over either an empty cell or a cell you don't need in the attack animation. Re-import the new animation.
3) For the special attack/weapon that that character uses, create a "user animation" that erases the target graphic for, oh, 20 or 30 frames longer than the animation actually lasts. (This can look pretty cool with, say, dust clouds as the animation, but maybe you have something even better in mind.) You could also create another animation if you want the character to run out of frame-- disappear the target, but put a normal-overlay duplicate in their place, then move it out of frame.
4) For the attack itself, create an animation which incorporates the battler. (Because a battler is one frame only, some improvisation may be necessary. I like it for running/jumping attacks, though.)
Now, when you do the attack, the attacker will leave their place in the lineup, you'll see them doing their attack, and they'll reappear where they were afterwards.
If you use this technique for area effect attacks, of course, it might look pretty odd...
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