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
Using weapon when casting skill or spell
● ARCHIVED · READ-ONLY
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need to look into action sequences. 3 packs
they give you the control over sprite, movement, camera and animation during any skill -
All right, will try this right away.
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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 -
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: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. =)<target action> motion attack: user motion wait: user action animation: target action effect: target </target action>
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...
SpoilerCode:<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>.
SpoilerCode:<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>