I am currently using this script, and just need to know how to add a notetag to my enemy sprites to have them appear to be using weapons at the moment i am trying <weapon1:144> but that doesn't work. Can anyone educate me on how to make this work?
Yami Engine Symphony - Add-on: Enemy Character Set Help
● ARCHIVED · READ-ONLY
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First, whenever you're asking for help with a certain script always put a link to that script's webpage...
Second, make sure you save first before testing
Third, make sure everything was set-up correctly (which since you didn't post a link, we cannot easily look at how you should have done it)
PS: Also make sure that you have the base battle symphony script -
okay so lets see here, 1. https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/battle-symphony-116c.rb currently using battle symphony, with this add on https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/add-on/Enemy-Character-Set.rb. which is working fine, i have the enemy sprites working, actually everything is working fine, my only question was what kind of " note tag " i need to use to have my enemy sprites use weapons buring battle processing. or if possible anyone has the manual for the add-on in which im using? the link that contains the add-on manual is broken.
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Reading the script, it is <weapon 1: number> or <WEAPON_1: number>
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thank you, i tried that just now both ways ex : < weapon 1: 144> <WEAPON_1:144> <weapon1: 144,Axe> everything and it just continues to have no weapon animation at all just an enemy sprite that hits me with his fists, still on the search.
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W8... hmmm... I think those tags are for showing weapons on the battler, not for animations... The default symphony has tags for weapon animations
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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
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okay sorry about that shaz, do you perhaps have a working link to the yami battle symphony enemy character sheet add on manual?
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so just attempt to use the battle symphony tags to create a weapon animation for each sprite?
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Yes, there exists weapon animation tags on the base script (you would use the custom animation sequence tags btw)
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thank you engr. Adiktumiko, i appreciate your attention on this matter, i haven't yet to figure it out but i'm in the right direction now at least.
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I used to have a copy of a project that uses those tags, but sadly I haven't got a back up of it...
EDIT: Here managed to find a sample in my inbox
<target action>icon create: user, custom, hand, 147wait: 5icon effect: user, custom, upswing, waiticon delete: user, custom</target action>what that does is create weapon 147's icon in the "hand" of the user, wait, swing the weapon then remove the weapon -
awesome,thank you. with what you gave me i was able to piece everything together so ill post it here for anyone who cannot figure out how to make a melee animation with a weapon on an enemy character sprite! ;D
<no cast ani>
<whole action>
immortal: targets, true
stance: user, advance
move user: target, mid, wait
</whole action>
<target action>
icon create: user, custom, hand, 147
wait: 5
skill effect: whole
skill animation: target
animation id: 007
icon effect: user, custom, upswing, wait
icon delete: user, custom
</target action>
<follow action>
wait: 14
delete icon: user, weapon
wait: 1
stance: user, break
stance: target, break
immortal: targets, false
</follow action>
<finish action>
stance: user, retreat
move user: origin
move target: origin
wait for move
stance: user, break
</finish action>