How do I change the attack animation for just 5 turns? I think this will require a script but I want my character to use a skill and it will replace the normal attack animation for 5 turns.
How do I Change the Attack Animation for 5 turns?
● ARCHIVED · READ-ONLY
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does it replace only the animation, or also other parts of the attack skill?
Changing part of a skill's data goes deep into the database, it might be easier to just change the skill used for five turns (if it's a skill animation - if it's the weapon animation it's something else entirely) -
Just the animation
I want my battler to use a skill that replaces the regular attack animation. -
Ok I need an example or a script because I don't know how to do this I've tried a few methods but they all seem to fail. I need some help please!
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Jericho Swain, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
Just use the edit button to add more content to your last post, instead of double posting.
If you have multiple party members, you only want to change the animation for attack for ONE party member, not ALL of them, and the attack animation is on the skill in the database, not against each individual. I'm not sure if there IS a script to do this. -
The animations are part of the database, and the database is read-only by default.
Theoretically there are three ways to make this happen:
1) don't change the database, change the skill to be used - there are a few scripts out there that allow you to use different skills as attack skills.
However, that will only work when you limit the options (how many skills, how many actors, and so on) because otherwise the setup would become very complex.
2) Change the way how and where the engine reads the data for the animations with a script.
Unfortunately I don't know of such a script, and most probably it would have been pointed to by someone if such a script really existed.
3) Use a script to turn the database into a dynamic database and change the critical data dynamically.
Tsukihime wrote a dynamic database script, but there are good reasons why it usually isn't used - you not only need to be adequate with scripting knowledge, you also need to know how a database is programmed if you want to use that.
If you do not have that knowledge, your chances of solving this problem with the use of a dynamic databse are low... -
I'd do it similar to this
http://www.himeworks.com/2014/03/23/dynamic-weapon-animations/
Instead of basing it on weapons, base it on a state.
Use a formula to determine what animation ID to use.
When the state is applied, that animation will be used instead of the original animation. -
Tsukihime does this script work with yanfly?
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I don't know, I only use yanfly's battle system for testing. He has over a hundred scripts.