I believe this thread is older than MZ and since I didn't see a comparable MZ thread, I figured they were combined in one.
Well, yes, it is older than MZ and specifically titled for Yanfly's plugins. The problem with that presumption is that the Yanfly and VisuStella action sequences are very different.
A combined thread wouldn't be terribly useful - while the end result in the game is the same, the way you create it is not. That's why they have separate forums for Ruby and JavaScript coding
:wink:
It seems very odd that there's this thread, but not one for MZ.
Well, you can create one! Either everyone using VisuStella action sequences has been able to figure out how to do what they want, or gotten help in individual threads without trying to start a centralized one.
There are threads for implementing Yanfly's Tips & Tricks in MZ and for VisuStella note tag help, so if you think it's useful, go for it!
Also, since I just noticed this:
The staff still has a downward arc but the character is acting like it's thrusting or firing a bow (I tried missile as well). The character's actions are in line with how those motions should look, but the weapon has the same original animation.]
You know that every weapon has its own 3-frame animation, right? You can look at them in your system folder - that is the only staff animation that there is, and it has the swinging motion blur drawn into it. There is no such thing as an animation for thrusting with a staff.
Your changing the character motion will only change the motion that's referenced on the SV battler spritesheet. It can't change the weapon animation. So the best that you can do with what you're trying to do is make a situation where your character's graphics don't match up with their weapon.
In order to achieve what you're trying, you would have to make alternate versions of the animation for a weapon, then activate a state or something to set that weapon animation to the battler before activating the attack motion.