Hi :haha:
It's about all target skill animation.If there is more than 1 enemy, the animations displayed multiple times that looks very ugly :\'(.
(http://thumbs.subefotos.com/74303de75b2ae06fd325b6bb7e8268d2o.jpg) (http://thumbs.subefotos.com/45d7296240d89e1d8568d9f59fb245a0o.jpg)
left pic only has 1 enemy so it's ok
but right is more than 1 so it look like this :\'(
I tried to use a script from this http://forum.chaos-project.com/index.php?topic=13191.0 (http://forum.chaos-project.com/index.php?topic=13191.0) but it have a problem with Cogwheel RTAB script but I don't want to delete it. So I need a solution. :\'(
(http://thumbs.subefotos.com/2492f31be518eede1bd66949e8391cf0o.jpg)
My English is not good. Please forgive me if there is anything wrong. :\'(
Thank you for anyone who can help. :haha:
We have a topic for RMXP's internal bugs stickied: http://forum.chaos-project.com/index.php/topic,14458.0.html
There's a script there that addresses the same issue called [XP] Screen animation to multiple sprites, which is LiTTleDRAgo's interpretation of a fix. Try that first. If you're still having compatibility issues, please provide the RTAB script you are using.
I try it as you said but it say this :\'(
(http://thumbs.subefotos.com/743ebecf3eb9098e116bc4882a58d895o.jpg)
Here is the RTAB script that I use
https://app.box.com/s/2leb1vrl11z3ze9iwc0n (https://app.box.com/s/2leb1vrl11z3ze9iwc0n)
Yeah, that battle system rewrites almost everything that the general fix just doesn't work.
I rewrote one of the methods from RTAB. You can place this script snippet immediately below the RTAB script (or replace the method directly if you know how to do that).
class Scene_Battle
def update_phase4_step4(battler)
# Camera setting
if battler.target[0].is_a?(Game_Enemy) and battler.anime1 != 0
camera_set(battler)
end
# Object side animation
battler.target.each_with_index{ |target, i|
if $data_animations[battler.anime2].position == 3
if i == 0
target.animation.push([battler.anime2,
(target.damage[battler] != "Miss")])
end
else
target.animation.push([battler.anime2,
(target.damage[battler] != "Miss")])
end
unless battler.anime2 == 0
battler.wait = 2 * $data_animations[battler.anime2].frame_max - 10
end
}
# It moves to step 5
battler.phase = 5
end
end
Quote from: KK20 on April 30, 2017, 01:04:39 am
Yeah, that battle system rewrites almost everything that the general fix just doesn't work.
I rewrote one of the methods from RTAB. You can place this script snippet immediately below the RTAB script (or replace the method directly if you know how to do that).
class Scene_Battle
def update_phase4_step4(battler)
# Camera setting
if battler.target[0].is_a?(Game_Enemy) and battler.anime1 != 0
camera_set(battler)
end
# Object side animation
battler.target.each_with_index{ |target, i|
if $data_animations[battler.anime2].position == 3
if i == 0
target.animation.push([battler.anime2,
(target.damage[battler] != "Miss")])
end
else
target.animation.push([battler.anime2,
(target.damage[battler] != "Miss")])
end
unless battler.anime2 == 0
battler.wait = 2 * $data_animations[battler.anime2].frame_max - 10
end
}
# It moves to step 5
battler.phase = 5
end
end
Oh! it works! Thank you very much :haha: :haha: :haha: