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Is this possible?
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Posted 2004-04-28, 05:47 AM
I followed the Final Fantasy X style summons tutorial (http://www.gamingw.net/tutorials/661) and I can get it to work, but is there a way to use monster sprites instead of the heros battle animation? So that if my summoner summoned a dragon, an actual dragon would replace her, instead of her name just changing/her battle animation changing to a different human?
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Posted 2004-04-28, 06:13 AM in reply to Death Angel XP's post "Is this possible?"
Err.. that tutorial basically says to use a monster (with its own battle charset animations) as a Hero, then switch it in at an appropriate time. It doesn't mean to set the summoned monsters as humans..

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Another way would be to use a battle animation for the monster's poses, which lets you break the 48 pixel / 3 frame limit. Of course, that would require actual "work", to which I'm rather opposed - but you might find something good online, or possibly you possess enough talent to make animations yourself.
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Posted 2004-04-28, 03:28 PM in reply to BlueCube's post starting "Err.. that tutorial basically says to..."
Ok, well, how would I do that? It says to use <>Change Party Members: *Ice-Wolf* Add, but I don't see any way to summon anything besides a human.

And also, how do I use the password functions so that I could use Atari's Tutorial on the running/stamina system? I checked where all the events are and I didn't see it...

I bet I sound really stupid...>_>
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Posted 2004-04-28, 03:50 PM in reply to Death Angel XP's post starting "Ok, well, how would I do that? It says..."
You can add your own heroes/heroines, you know. Go to the Hero tab in the database to set one's base stats and such (you can edit the ones there, delete them and use the space for a new one, or simply increase the Array Size so you have some blank space.)

After that, you can import a battle charset / charset (walking around) / faceset to complete the character. (Don't forget that you'll need to set up the battle animation on the Animation 2 tab in the database. Same as with the Hero tab, edit/delete/increase array to make your own)

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http://www.rpgadvocate.com/resource/...ar/bc061-1.png
http://www.rpgadvocate.com/resource/...ar/bc061-2.png

Download those two ghost animations (From FF6) and import them using the Resource Manager located in the Tools menu. Click on BattleCharSet on the left frame and Import the ghost images. Then, go to Animations 2 to play around with building a battle animation set that works. I guess that a summon doesn't need a faceset or charset..

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As to "password" functions - that tutorial's probably from RPG Maker 2000. In RPG Maker 2003 (at least RPG Advocate's version) it's called "Key Input Processing". Same thing, different name.

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Posted 2004-04-28, 03:56 PM in reply to BlueCube's post starting "You can add your own heroes/heroines,..."
I knew all that already (so I guess I'm not totally stupid )

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Ok, so I need to get BattleCharSets. That limits me a bit (I wanted to use the Mist Dragon from FF4, as well as some other monsters from Gaming World), but better then just 'imbuing' charecters with the monsters skills.

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Ahh, well that explains why I never saw it. Thanks alot, BlueCube!
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Posted 2004-04-28, 04:19 PM in reply to Death Angel XP's post starting "I knew all that already (so I guess I'm..."
Well, you can use those monsters - you'll have to set them up as a regular Animation, though, with no blank frames. Center all stuff at (0,0), if you can. Then, in the Animation 2 tab, where it says Weapons, Poses, and Animation Type, click Animation Type.. you'll be able to set your animations to a normal battle animation.

Yes, battle animations can be one frame long, if you like the look of it.
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Posted 2004-04-28, 05:36 PM in reply to BlueCube's post starting "Well, you can use those monsters -..."
I'm just gonna use those as normal monsters - I have 13 summons set up (well, I still need to set their skills, stats, etc.,..) now, so I need to get to work on fixing those (and the system) up.

And now I can set up the Running system too! Thanks again!
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