Using weapon when casting skill or spell

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Started by Leopold 5 posts View original ↗
  1. Hi everyone, first, I do have these 3 Yanfly plugins: CoreEngine, BattleEngineCore, X_AnimatedSVBattler.
    Some skills that I created requires a specific weapon to do. Therefore, I would like my sprite to use this weapon
    when casting said skill, or magic for that matter. I thought that putting the following note in the notetag of a skill
    would work: <Sideview Weapon: 11> (11 being the gloves weapon) but it doesn't...

    1- Does the plugins that I have can do the job?
    2- How to do it?

    Thanks
  2. need to look into action sequences. 3 packs
    they give you the control over sprite, movement, camera and animation during any skill
  3. All right, will try this right away.
  4. So... Downloaded the 3 packs and placed them appropriatly in the right folder. Then, I put this fonction in the notetag of the skill:

    <setup action>
    MOTION ATTACK: user
    </setup action>

    Now what happens is that the actor does take out his bow but as it fires, it disapears and it goes back to that default image for skills
    (the 2 hands down) I tried to add the motion attack in another step (target, follow etc.) nothing does it.

    Also, I have a skill that repeats itself so the target is attacked twice. When I add the motion attack fonction, it only attack once, so I figured: let's put this instead:

    <setup action>
    MOTION ATTACK: user
    MOTION ATTACK: user
    </setup action>

    Doesn't work...

    I really don't find the explanations in Yanfly videos or in their plugins to be clear honestly, please help!

    Thanks again
  5. The <setup action> tag is set aside for casting animation, stepping forward, etc. What you probably want here is the <target action> tag. Try this:
    Code:
    <target action>
    motion attack: user
    motion wait: user
    action animation: target
    action effect: target
    </target action>
    The motion actions require Action Sequence Pack 2, the others are part of Battle Engine Core. You can look up the documentation in the respective plugins, or on the linked pages, if it doesn't seem clear. In case you missed it, I'll also mention that if you scroll down the Battle Engine Core page you'll see a second video explaining the basics of action sequences. =)

    You had the right idea about the "attack twice" thing, pretty sure you just need a motion wait action in between so it waits for the motion to complete...
    Spoiler
    Code:
    <target action>
    motion attack: user
    motion wait: user
    motion attack: user
    motion wait: user
    action animation: target
    action effect: target
    </target action>

    For reference, I'll leave (what I think are) the default action sequence phases in a spoiler below. Any action phases specified in notetags will completely override the default version of that phase. Also, mass-target skills use the <whole action> tag, whereas other skills use <target action>.
    Spoiler
    Code:
    <setup action>
    clear battle log
    display action
    immortal: targets, true
    perform start
    wait for movement
    cast animation
    wait for animation
    </setup action>
    
    <whole action>
    perform action
    action animation
    wait for animation
    </whole action>
    
    <target action>
    perform action
    action animation
    wait for animation
    </target action>
    
    <follow action>
    </follow action>
    
    <finish action>
    immortal: targets, false
    wait for new line
    clear battle log
    perform finish
    wait for movement
    wait for effect
    action common event
    </finish action>