Use Gun animation for gun skill

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Started by Xyzoxious 14 posts View original ↗
  1. So, I have an issue with a skill, or pretty much all my skills for that matter...

    I just now realized that every time I use a skill that involves slashing with a sword or shooting a gun, the battler doesn't slash with the sword or shoot the gun. He/She just raises his/her arms like he/she is casting a spell. I'm having a hard time finding what I'm doing wrong.

    I found this thread here:
    https://forums.rpgmakerweb.com/index.php?threads/use-weapon-animation-on-skill.68802/
    and here:
    https://forums.rpgmakerweb.com/inde...-archer-normal-skills-and-sv-animation.68198/
    but these don't seem to be my problem.

    Can someone help me?

    Here is the skill:
    Spoiler
    RkwPEhz.png
  2. Hmm. Are you using Yanfly´s action sequence plug ins? Because if you are, you just need to setup de action motion that you need the moment your battler attacks. I wouldn't know how to accomplish it without the plug in.
  3. Magusalfador said:
    Hmm. Are you using Yanfly´s action sequence plug ins? Because if you are, you just need to setup de action motion that you need the moment your battler attacks. I wouldn't know how to accomplish it without the plug in.
    No... I tried using the Battle Core and the animated enemies but I couldn't get them to work, so I just disabled them.

    EDIT: Sorry, I didn't realize I logged into a different account.
  4. ExitWound said:
    No... I tried using the Battle Core and the animated enemies but I couldn't get them to work, so I just disabled them.

    EDIT: Sorry, I didn't realize I logged into a different account.

    By default all skills will do that, do the raise arm and play the animation, the only attack that will use the weapon is the default 1st slot "normal attack" skill, even if you copy it as a template, what you want to accomplish requires either yanfly or Victor animated skill sequences plugins, you can go with either but most people are more into yanfly action sequences..

    Also did you install yanfly stuff and try right away? Most of yanfly's plugins require install, save, close the program and reopen rpgmaker for them to load properly or at all happened a lot of times to me and also went the "cant get them to work" route until i did a simple restart.

    You would need yanfly battle core AND action seq pack 1 to do what you want if you go with yanfly plugins, in case you get them to work setting up a basic "use weapon animation" skill will be easy with the description on his page.
  5. BK-tdm said:
    By default all skills will do that, do the raise arm and play the animation, the only attack that will use the weapon is the default 1st slot "normal attack" skill, even if you copy it as a template, what you want to accomplish requires either yanfly or galv's animated skill sequences plugins, you can go with either but most people are more into yanfly action sequences..

    Also did you install yanfly stuff and try right away? Most of yanfly's plugins require install, save, close the program and reopen rpgmaker for them to load properly or at all happened a lot of times to me and also went the "cant get them to work" route until i did a simple restart.

    You would need yanfly battle core AND action seq pack 1 to do what you want if you go with yanfly plugins, in case you get them to work setting up a basic "use weapon animation" skill will be easy with the description on his page.
    Really? I didn't know that...
    Well that comes as a problem, since I couldn't get Yanfly's Battle Core to work. I even left it installed and enabled for a few days and nothing. I had it at the top of the list and everything. I'm at a loss as far as that plugin goes. And it's not like I'm not using other plugins, either. I'm using a plugin for lighting and that one works fine.
  6. Battle core just does a small things, the animation for skills (action sequences) is another plugin it just requires battle core, anyways there's victor engine and his version of animated skills, try that and see if it works.
  7. BK-tdm said:
    Battle core just does a small things, the animation for skills (action sequences) is another plugin it just requires battle core, anyways there's victor engine and his version of animated skills, try that and see if it works.
    Right, and I knew that. But it didn't even so the small things that it was supposed to. Even after multiple tests and restarts.
    I don't know though, I'll have to try it again. I'll definitely do that after work and keep you posted!
  8. Okay, so I got a few plugins and I think they're actually on for once. But now I'm running into a new problem.
    I have YEP_BattleEngineCore, YEP_X_ActSeqPack1 2 and 3, and Yep_X_AnimatedSVEnemies and it's coming up with this error when I enter a battle:
    Spoiler
    xrX8xJe.png

    EDIT: If I disable Yep_X_AnimatedSVEnemies and leave the other 4 enabled, this is the error I run into:

    Spoiler
    Vsn8SNt.png

    EDIT2: Okay, I've figured it out. For some reason, my YEP_BattleEngineCore.js got corrupted while downloading it. I'm not sure what happened, but I had to re-download it and all the plugins are now working!
    I know added this into my tag for all of my skills that require the usage of a weapon sprite:
    Spoiler
    <target action>
    perform start
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    wait for animation
    wait for movement
    wait: 5
    </target action>

    That did the trick! Everything is working as intended. Thank you guys for all the help!
  9. Good thing you got it to work, i would change your action sequence tho.
    Xyzoxious said:
    <target action>
    enemy effect: target, blink (If you want your soon to be attacked target to blink for a bit, its a nice effect, else ignore this)
    motion attack: user
    motion wait: user
    action animation
    wait for animation
    action effect
    death break
    </target action>

    Thats all the "waits" you need since you dont move the attacker, the "wait for movement" is meaningless in this case.
    "Action animation" will play the animation defined in the skill panel (the dropdown next to "hit type") on the intended target, so this is pretty much: target blinks, attacker swings, animation plays and damage is done, end.
  10. BK-tdm said:
    Good thing you got it to work, i would change your action sequence tho.


    Thats all the "waits" you need since you dont move the attacker, the "wait for movement" is meaningless in this case.
    "Action animation" will play the animation defined in the skill panel (the dropdown next to "hit type") on the intended target, so this is pretty much: target blinks, attacker swings, animation plays and damage is done, end.
    Thanks a lot! That shortens the code down significantly!

    One more thing though: Is there an easy way to repeat this action? Like if I have an ability that is more than '1' in the "Repeat" box?
  11. copy and paste the action and effect parts according to the number of repeats

    <target action>
    enemy effect: target, blink
    motion attack: user <-----repeat this bolded part per # of repeats
    motion wait: user
    action animation
    wait for animation
    <---------------↵
    action effect
    death break
    </target action>

    That should do the trick
  12. BK-tdm said:
    copy and paste the action and effect parts according to the number of repeats

    <target action>
    enemy effect: target, blink
    motion attack: user <-----repeat this bolded part per # of repeats
    motion wait: user
    action animation
    wait for animation
    <---------------↵
    action effect
    death break
    </target action>

    That should do the trick

    Ahh, okay. That's what I thought, I was just wondering if there was an easier way. But thanks! You have literally solved all of my problems! :)
  13. No problem, i've struggled a lot doing custom action sequences myself so im glad i can help (・ω・)7
  14. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.