Hello! I'm using the PVG Medieval assets to do custom characters from all of the creator pieces. I want to change the battler graphics of an actor based on its equipped weapon. I have each of the battler sheets with each possible combination of the items set up(lot of work there), and I have all of the Yanfly plugins installed, if that might help.
Basically, upon equipping an item or items, I want the sideview battler spritesheet for that actor to change. The sheets in question are single weapon equips, such as one handed swords, two-handed weapons, and combinations of one handed weapons and shields. How can I accomplish this using either common events, notetags, or a script call if need be? This isn't the same as visual equipment plugins; the sprites themselves already have the various weapons attached across individual sideview images.
Example:I have a one handed mace and round shield battlesheet. I equip a sword instead in the main hand, and keep the rounded shield. So the battler spritesheet it would need to call for is the one with those items I have prepared. Or, if I swap out the shield and one handed weapon for a two handed sword, the sheet used would be one I made for that setup, etc. It's confusing to word it properly now that I'm having to ask xD but since the PVG assets don't work with the MV SV weapon sheets, I have to place the weapon items on the actual battler sheets themselves. It would not do to equip a sword and shield, and still have a character wielding a battle axe.
Check Equipped Items To Change Battler
● ARCHIVED · READ-ONLY
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I haven't tried this plugin yet (bc making all the stuff) but there's this: https://forums.rpgmakerweb.com/index.php?threads/visual-equipment.50259/
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It is unfortunately no longer supported and kind of broken xD. It would have been perfect otherwise. But it doesn't work now. : <
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Can you use Yanfly's Weapon Animation for this? http://yanfly.moe/2016/01/28/yep-63-weapon-animation/
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Nope. LOL. The way the PVG assets are set up, the weapon sheets that MV can read for different weapons do not line up properly with the sprites, so all of the weapons have to be built onto the spritesheet itself. There is a way for the engine to do this, I'm just not sure how.