DarkPlasmaBall

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I'm using MV, and it seems that any Animation for a Skill appears only on the target/Scope, but I'm wondering if a plug-in exists so that additionally, whichever battler is using/casting the Skill will have some sort of other, customizable animation. For example, if I have a battler who can cast a fireball or an ice bolt on an enemy, then the fireball or ice bolt animation will appear on the enemy getting hit, but can I simultaneously have the caster turn red / have a different red animation appear as he casts fireball, and a different blue animation appear when he casts ice bolt? Or can only the recipient have the animations during battles, and never the attacker (besides weapon animations / side motions, which are only for a regular attack and not a Skill/spell)?
 

DarkPlasmaBall

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On a similar note, is there a way for some of my Skills to mirror the Sideview Attack Motions, based on weapon type, the way a normal, non-skill, default Attack works? For example, in the Systems tab of my Database, I set my "Standard Sword" weapon type to show a "swing motion" and "sword image", and it works perfectly when I use a regular Attack... and it *only* works when I use a regular Attack. Similarly, all the other weapon type/motion/images that I've set, work perfectly as a regular Attack, but they never appear when I use a Skill (the battler just shows the typical casting animation). However, I have some Skills that are strong physical attacks, and I would like the weapon type/motion/images to also work when I use those Skills too, not just when I use the default Attack. Thoughts? Thanks!
 

quasont

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That's another of Yanfly's plugins.


This is Yanfly's Battle Engine Core. Down in the plugin extensions, you'll find the action sequence extensions which let you do exactly that. I myself am still learning how to use all of the codes for these plugins, but you can do so much with it.
 

DarkPlasmaBall

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That's another of Yanfly's plugins.


This is Yanfly's Battle Engine Core. Down in the plugin extensions, you'll find the action sequence extensions which let you do exactly that. I myself am still learning how to use all of the codes for these plugins, but you can do so much with it.

That seems to work just as well as AA's suggestion, for my original post, thanks! :)

Any idea about my updated question, above? About replicating the Sideview Attack Motions for Skills?
 

DarkPlasmaBall

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http://www.yanfly.moe/wiki/Weapon_Animation_(YEP) I'm not sure if this is what you're getting at, but I think it is?

I appreciate the suggestion, but unfortunately that doesn't work (that plugin changes Actor, Class, Enemy, Weapon, Armor, and State Notetags, but not the Skill notetags, which is what I'm looking for). That plugin changes the weapon shown when a battler uses a default Attack, but I'm not trying to change the default Attack weapon image - I'm trying to have that default Attack weapon image *also appear when I use certain Skills that aren't just the default Attack*. Thanks anyway though :)
 

zerobeat032

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ahh ok, I guess I'm kinda confused about what you're trying to do exactly unfortunately. if you're trying to get certain motions to appear during skills, I do know action sequences do that. like if you wanted the standard attack to appear during a skill instead of casting, you just set whatever motion you wanna use. but if that's not what you're trying to do then yeah, I'm still confused in that case lol
 

DarkPlasmaBall

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ahh ok, I guess I'm kinda confused about what you're trying to do exactly unfortunately. if you're trying to get certain motions to appear during skills, I do know action sequences do that. like if you wanted the standard attack to appear during a skill instead of casting, you just set whatever motion you wanna use. but if that's not what you're trying to do then yeah, I'm still confused in that case lol

Are you referring to the Animation box? Because changing that would remove the unique Animation that appears on the target, based on the Skill, which I don't want.

Maybe pictures will help clarify what I'm looking for:
These two pictures show what a standard Normal Attack animation looks like, when a battler of mine attacks normally while wielding claws or a staff. These animations don't ever appear when I use a Skill though, because - as far as I can tell - the only time these weapons are visible is during the Normal Attack animation, and never during a unique Skill animation (since the additional Skill animations just animate the target, not the user). For example, if I'm going to cast a fireball on an enemy, I want the fireball Animation to still appear on the enemy, but I also want to see my battler's claws or staff or whatever weapon they're currently using, and I can't seem to have both the fireball Animation and the Normal Attack equipped-weapon animation simultaneously. These cool weapons only appear in battle when using the Normal Attack animation, and I want them to appear more frequently on my battlers when they use other Skills that apply other Animations to targets.
 

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zerobeat032

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yeah, you'll need action sequences for that... using "motion attack" within the sequence makes it so whatever the skill is, you'll do your basic attack that you'd do for default stuff. but you can essentially use ANY of the 18 motions. but to show the weapon that character currently is using you'd either use motion attack or motion (whatever type that weapon uses... so the sword would be motion swing, claws = motion thrust) BUT it's easiest to use motion attack.
 

DarkPlasmaBall

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yeah, you'll need action sequences for that... using "motion attack" within the sequence makes it so whatever the skill is, you'll do your basic attack that you'd do for default stuff. but you can essentially use ANY of the 18 motions. but to show the weapon that character currently is using you'd either use motion attack or motion (whatever type that weapon uses... so the sword would be motion swing, claws = motion thrust) BUT it's easiest to use motion attack.

Interesting, I've never used any of the 3 Action Sequence Packs before... it seems like the 2nd pack is the relevant one here (battler visual actions, as opposed to switches/variables/states or camera/zoom), and I see in Yanfly's notes what you're referring to with inputting "motion attack" and other options (e.g., jump). Do you happen to know which of the 5 stages/steps it makes sense to put in the key phrase for the equipped weapon animation? Setup vs. Whole vs. Target vs. Follow vs. Finish Actions? And thanks so much for this suggestion!
 

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That should go in the whole/target actions. Here's a sequence I made for a spell. The character swings their weapon and all that with the spell. Hopefully it helps, it helped me a lot looking at others' sequences over at the Action Sequence sharing post.



<target action>

camera focus: target, front base, 20

zoom: 120%, 20

motion swing: user

perform action

action animation: target

wait for animation

action effect: target

perform finish

<\target action>



<follow action>

reset camera: 20

reset zoom: 20

<\follow action>
 

DarkPlasmaBall

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That should go in the whole/target actions. Here's a sequence I made for a spell. The character swings their weapon and all that with the spell. Hopefully it helps, it helped me a lot looking at others' sequences over at the Action Sequence sharing post.



<target action>

camera focus: target, front base, 20

zoom: 120%, 20

motion swing: user

perform action

action animation: target

wait for animation

action effect: target

perform finish

<\target action>



<follow action>

reset camera: 20

reset zoom: 20

<\follow action>

This is great, thank you so much! I'm really going to enjoy tinkering with this!
 

quasont

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Here's the link to that action sequence sharing post.
 

DarkPlasmaBall

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Here's the link to that action sequence sharing post.
Awesome, thanks!
 

DarkPlasmaBall

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I just noticed a weird side-effect of using Yanfly's Action Sequence Pack 2: my state icons end up being repositioned during battle. When this plugin is turned off, the state icons appear exactly where I want them - at the feet of the battler - but when the plugin is turned on, the state icons end up being really high up, above the battler who has the states. (See pictures 1 and 2.) I have no idea why this additional plugin would reposition my state icons, but does anyone know how to undo that repositioning while still being able to use Yanfly's Action Sequence Pack 2? I want to keep them at my battler's feet. Thanks!
 

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ATT_Turan

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I just noticed a weird side-effect of using Yanfly's Action Sequence Pack 2: my state icons end up being repositioned during battle.
You should try moving the plugin that's adding that icon underneath the action sequences plugin (or above, if it's already below).
does anyone know how to undo that repositioning while still being able to use Yanfly's Action Sequence Pack 2?
Just to mention it, because you keep referencing it specifically - if you're using action sequences, you should have both 1 and 2 installed. All of the basic movement, attack, states, etc. commands are from Action Sequence Pack 1...weird things may happen if you're trying to use just 2.
 

DarkPlasmaBall

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You should try moving the plugin that's adding that icon underneath the action sequences plugin (or above, if it's already below).

Just to mention it, because you keep referencing it specifically - if you're using action sequences, you should have both 1 and 2 installed. All of the basic movement, attack, states, etc. commands are from Action Sequence Pack 1...weird things may happen if you're trying to use just 2.

Thanks for the suggestions! I added Pack 1 (and even Pack 3) and it didn't have any effect on the positioning of the states' icons. The Yanfly extension plugin VisualStateX is what makes the icons visible in the first place, during battle, and it says in the plugin description that the icons should appear over the heads of battlers, but when the icons appear (by turning Battle Engine Core and VisualStateX on), the icons actually appear at the feet of the battler, which I prefer... until Action Sequence Pack 2 is turned on also, which makes the icons appear above the battler (which may or may not have been originally intended).
 

AphoticAmaranth

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If you can't get it to work properly with yanfly's plugins, maybe try victor's plugins instead?

 

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