I'M LOST WITH RM2K3 DBS
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I'm trying to modify rm2k3 DBS, but it's way less flexible than I expected.
I'm not even sure what I'm trying to do with it. But I wanted to make a battle style in which you had to mix different types of attacks in a certain order to defeat monsters.
No idea how to do that.
Since regular skills and attacks aren't likely to let me do something like that, I thought about making each skill the "switch" type. My problem right now is that I can't seem to proper animate the use of the skills. If I "show battle animation" on the event page, the character idle pose is still there, and I want him gone.
So my main problem right now is this: I'm using battle animations for poses (not battlechars), and when I make the skill a regular skill, I can make the character disappear while he's attacking/using the skill. When I do that with switch skills, it doesn't work, so two characters appear on the screen at the same time.
Help?
I'm not even sure what I'm trying to do with it. But I wanted to make a battle style in which you had to mix different types of attacks in a certain order to defeat monsters.
No idea how to do that.
Since regular skills and attacks aren't likely to let me do something like that, I thought about making each skill the "switch" type. My problem right now is that I can't seem to proper animate the use of the skills. If I "show battle animation" on the event page, the character idle pose is still there, and I want him gone.
So my main problem right now is this: I'm using battle animations for poses (not battlechars), and when I make the skill a regular skill, I can make the character disappear while he's attacking/using the skill. When I do that with switch skills, it doesn't work, so two characters appear on the screen at the same time.
Help?
OK, the post is a little confusing to me, but...
What I think your trying to get accomplished is having Hero X attack using different set skills that equal 1 attack skill.
Why couldn't this be done with skills being "pinged"? In other words, when you select one skill, it pings in the system, but doesn't get used; it instead waits for you to select X other skill x1 or x2 or what have you and then it uses the final skill - what ever it be in the end.
Of course, I'm not too good at this myself, but it sounds like you would first need to make a script that allows you to select multiple skills and have them pinged in the background. Then, the rest would just be done in the skill itself, as far as I remember how RM2k3 works.
(Or do I have this idea of yours totally confused?)
What I think your trying to get accomplished is having Hero X attack using different set skills that equal 1 attack skill.
Why couldn't this be done with skills being "pinged"? In other words, when you select one skill, it pings in the system, but doesn't get used; it instead waits for you to select X other skill x1 or x2 or what have you and then it uses the final skill - what ever it be in the end.
Of course, I'm not too good at this myself, but it sounds like you would first need to make a script that allows you to select multiple skills and have them pinged in the background. Then, the rest would just be done in the skill itself, as far as I remember how RM2k3 works.
(Or do I have this idea of yours totally confused?)
Rm2k3 DBS is pretty inflexible but I've had a ton of practice stretching its limits. Although I'm unsure of what you're asking.
A "script" is out of the question because it's Rm2k3. Do you want the first several attacks to be damage-free setup actions? Or do you want the first few blows to set up a more devastating attack later?
IIRC, switch skills don't even have an animation, it just flips that particular switch.
A "script" is out of the question because it's Rm2k3. Do you want the first several attacks to be damage-free setup actions? Or do you want the first few blows to set up a more devastating attack later?
IIRC, switch skills don't even have an animation, it just flips that particular switch.
I know switch skills have no animation, but I can use "show battle animation" command. That's my real problem so far: it shows both the attack animation and the idle animation at once, making a copy of the hero.
I just want something like:
You have attack types A, B and C.
First correct type is A.
If you use B or C, damage is very little.
If you use A, damage is high, and the correct type changes to B.
And so on.
It shouldn't be so hard to do, since I can do the damage using "change monster HP", and check the types with switches and variables. But I need skills to activate event pages like that, and look like attacks.
I just want something like:
You have attack types A, B and C.
First correct type is A.
If you use B or C, damage is very little.
If you use A, damage is high, and the correct type changes to B.
And so on.
It shouldn't be so hard to do, since I can do the damage using "change monster HP", and check the types with switches and variables. But I need skills to activate event pages like that, and look like attacks.
Couldn't that be done with variables or a conditional branch = if Self Switch A, B, etc. is ON then:
Or am I reading into this the wrong way???
Or am I reading into this the wrong way???
Make a blank animation for your character.
Set it as a status condition.
When using the switch skill, add that status to the character using the skill (Thereby hiding him or her).
When the skill is done, remove that status.
Set it as a status condition.
When using the switch skill, add that status to the character using the skill (Thereby hiding him or her).
When the skill is done, remove that status.
So the issue is just that there are two copies of the actor (one casting and one doing the attack)? I've never used battle animations for my characters in 2k3, but is it possible to afflict the character using the skill with a condition where their sprite is invisible and then remove that condition once the animation is complete?
EDIT: I was slow on the response there, Neok beat me to it.
EDIT: I was slow on the response there, Neok beat me to it.
Thanks!
It works, but the hero is left blank for a little after the battle anim, before he shows up again. But I guess I could work with that.
It works, but the hero is left blank for a little after the battle anim, before he shows up again. But I guess I could work with that.
Un-check "Wait until Animation is over", then add a Wait of 0.0 seconds. Something like:
Add "Invis" status
Play Animation (No wait)
Wait 0.0s
Remove "Invis" status
Add "Invis" status
Play Animation (No wait)
Wait 0.0s
Remove "Invis" status
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