Actor-Exclusive Skill Animations

Panda_Artist

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Good Morning / Day / Afternoon / Evening everyone.

First of all, I want to tell you all this is my first time posting on these forums. Now, on to the subject at hand.

I am looking for a script which can do the following

It will play a different animation depending on which actor is using it.

For example, if actor 1 is using a Steal command it will show Animation 1, but if it's actor 2 it will show animation 2.

A small correction!! The steal command in question counts as a skill!!
 
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Sauteed_Onion

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I haven't programmed anything in RGSS3 (and not even in JavaScript really of any noteworthy level), BUT I do have a suggestion perhaps.

Maybe try making different skills per each character? Like maybe 1 character has one variation of the steal skill, but you can make a separate steal skill for another character and use different animations/actions or even resource costs like MP instead of some other resource to help vary those actions up some. Maybe this isn't the solution you were looking for, but maybe it helps kind of get you thinking in a different way about this situation. Merry Christmas <3.
 

TheoAllen

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The easiest way would be to create a different skill that has the same name. Your players will not notice it ;)
 

Panda_Artist

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That would be a good way to solve it, yes. However. I am using Dai Ichi's skill core system

http://dainekoichi.blogspot.com/2015/10/rmvxa-skill-core-system_5.html

I want my characters to be very custamizable so they can really equip any skill. Unfortunately the script doesn't allow for me to make a copy of the same "skill core" even with entirely different skill ids.

I sort of have found a way around this by playing around with battler Graphics, as I am also using Galv's animated battlers, but I would much prefer to use my own made animations for character skills.
 

A-Moonless-Night

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Haven't tested it with Galv's battlers, but give this a shot:
Code:
=begin
#==============================================================================#
#   AMN Actor Animations
#   Version 1.01
#   Author: AMoonlessNight
#   Date: 24 Dec 2018
#   Latest: 24 Dec 2018
#==============================================================================#
#   UPDATE LOG
#------------------------------------------------------------------------------#
# 24 Dec 2018 - created the script
#==============================================================================#
#   TERMS OF USE
#------------------------------------------------------------------------------#
# - Please credit AMoonlessNight or A-Moonless-Night
# - Free for non-commercial use
# - Contact for commercial use
# - I'd love to see your game if you end up using one of my scripts
#==============================================================================#

This script makes it so that you can give items and skills different animation
IDs for different actors.

Use the following notetag in skills and items:

<actor ani: X Y>

where X is the ID of the actor and Y is the ID of the animation.

=end

#==============================================================================
#  Please do not edit below this point unless you know what you are doing.
#==============================================================================

class RPG::UsableItem
  attr_reader   :actor_ani
 
  def load_notetags_actor_ani
    @actor_ani = {}
    self.note.split(/[\r\n]+/).each { |line|
    case line
    when /<actor[ -_]+ani:*\s+(\d+)\s+(\d+)>/i
      @actor_ani[$1.to_i] = $2.to_i
    end
    }
  end
 
end

module DataManager
  class << self; alias :amn_ani_datamanager_loaddatabase :load_database; end

  def self.load_database
    amn_ani_datamanager_loaddatabase
    load_notetags_actor_ani
  end

  def self.load_notetags_actor_ani
    for group in [$data_skills, $data_items]
      for obj in group
        next if obj.nil?
        obj.load_notetags_actor_ani
      end
    end
  end
end

class Scene_Battle < Scene_Base
  alias amn_ani_scenebattle_shownormalanimation show_normal_animation
  def show_normal_animation(targets, animation_id, mirror = false)
    if @subject && @subject.is_a?(Game_Actor) && @subject.current_action && @subject.current_action.item
      if @subject.current_action.item.actor_ani.key?(@subject.id)
        animation_id = @subject.current_action.item.actor_ani[@subject.id]
      end
    end
    amn_ani_scenebattle_shownormalanimation(targets, animation_id, mirror)
  end
end
 

Panda_Artist

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Amazing, truly remarkable!!

I have placed a certain skill with the following notetags in this picture.

and it worked marvelously so far!!! I do hope I used it correctly

Thank you so much for this. Once the game is half finished I'll post a topic about it. If I encounter any problem i'll be sure to contact you!!
 

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