Yes, its me again and I've a question regarding Atoas ACBS (RPG XP) (What else could it be).
In his script "ACBS | Config 2 - Advanced" its possible to give skills special settings. For example the term "HIDE/BATTLER" will hide the battler casting the skill. It would look like this in the script:
Skill_Settings[99] = ["HIDE/BATTLER"]
It basicially hides the battler while hes doing the skill id 99.
I want another term like that called "Hide/stateanimation" which should disable the stateanimations like poison or blind when hes using a skill that has a configuration like that.
So, if the skill setting would read as the following:
Skill_Settings[299] = ["HIDE/STATEANIMATION"]
The statesanimations like poison who normally show up should be not shown while the skill 299 is used.
But, I really dont know how to formulate that.
Im pretty sure that something must be editted somwhere in ACBS | Scene Battle 4, line 1127-1154.
#--------------------------------------------------------------------------
# * Set invisibility for battlers
# battler : battler
#--------------------------------------------------------------------------
def set_invisible_battler(battler)
ext = check_extension(battler_action(battler), "HIDE/")
return if ext.nil?
battler.invisible_action = true
battler.wait_time = 12
ext.slice!("HIDE/")
case ext
when "BATTLER"
battler.invisible = true
when "PARTY","ENEMIES"
party = battler.actor? ? $game_party.actors : $game_troop.enemies if ext == "PARTY"
party = battler.actor? ? $game_troop.enemies : $game_party.actors if ext == "ENEMIES"
for member in party
member.invisible = true
end
when "OTHERS","ACTIVE","ALL"
party = $game_party.actors + $game_troop.enemies
for member in party
member.invisible = true if ext == "OTHERS" and member != battler
member.invisible = true if ext == "ACTIVE" and not (member == battler or battler.target_battlers.include?(member))
member.invisible = true if ext == "ALL"
end
end
end
Thanks in advance.
Most of the code can be copied from the code you pointed out. The main difference being you need to set the state_animation_id of the battler to 0 (which will remove the animation) and then reassign it back after the skill animation finishes (thereby needing to store the value of state_animation_id into another variable temporarily).
Do you want the state animation to not be played only on the attacker?
Sadly, I dont know how to do this.
I want the stateanimations to not show up only on the user of the skills configurated with the term (HIDE/STATEANIMATION)
So, the hero/enemy who is using the skill.
But it should only last until the skill is finished. Afterwards it should be visible again.
class Scene_Battle
alias check_hide_state_animation check_action_hits
def check_action_hits(battler)
set_hide_state_animation(battler)
check_hide_state_animation(battler)
end
def set_hide_state_animation(battler)
ext = check_extension(battler_action(battler), "HIDE/")
return if ext.nil?
ext.slice!("HIDE/")
if ext == "STATEANIMATION"
@battler_state_animation_id = battler.state_animation_id
battler.state_animation_id = 0
end
end
alias reset_battler_state_animation_id step5_part3
def step5_part3(battler)
if @battler_state_animation_id
battler.state_animation_id = @battler_state_animation_id
@battler_state_animation_id = nil
end
reset_battler_state_animation_id(battler)
end
end
Place under the Add-Ons section.