Battle Engine Symphony: Attack animation tag question

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BlueBong

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Hey guys, I was wondering if someone here could help me out with something I haven't been able to figure out. I'm using Yami's Battle Symphony Engine in order to create a game where ever every battler is a sprite and things have been going well, but I can't figure out how to get a different attack animation to play during for battlers that are dual wielding that corresponds to their second weapon.

I've managed to get the weapons to change inbetween swings but the animation for the first weapon always plays during the second swing as well. This is problematic since I'm trying to have weapons that have different elemental properties (swinging an ice sword and getting a fire animation looks ridiculous)

All my tags are in the default Skill 001: Attack, here are the tags I've created thus far:

<target action>
move user: target, body, wait
icon create: user, weapon1, wait
icon effect: user, weapon1, swing
attack animation: target, wait
icon delete: user, weapon1, wait
IF user.weapons[1]
icon create: user, weapon2, wait
icon effect: user, weapon2, swing
attack animation: target, wait
skill effect: whole
icon delete: user, weapon2
move user: origin

</target action>
I know the error has to be in the second "attack animation: target, wait" but I'm not sure what else I should replace it with. I tried "attack animation 2: target, wait" but it gave me the animation for animation 2 (in the database) rather than the animation for weapon2. Might anyone know how to get the animation for weapon2 to play during the second swing? I can't seem to find any tags that specify which weapon animation to use (the tag "attack animation" ONLY uses the animation for weapon1) I'll paste the Battle Symphony script below.

Script: https://raw.githubusercontent.com/suppayami/rmvxa-collection/master/battle-symphony/battle-symphony-116e.rb

Manual: https://docs.google.com/document/d/16zEipBx4p4iL_ty8LGf2z3ldFUzlBEfdM9QkSu-zXyY/edit#heading=h.vlqeekpclgdk
 
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pxldrm

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I've had the same issue when setting up specific dual wielding animations. This is what I've come up with.

At lines 770-772 in original Yami Battle Symphony script.

when "ATTACK ANIMATION"  animation_id = [@subject.atk_animation_id1]  animation_id = [@subject.atk_animation_id2] if @subject.atk_animation_id2 > 0 && @action_values[1].to_i == 2Add something like this underneath those lines.

when "CUSTOM ANIMATION1"  animation_id = [$game_variables[332]]when "CUSTOM ANIMATION2"  animation_id = [$game_variables[333]]Set your variables to the animation id in the database.

Then your animation note tags could look something like this...

(I'm using 'Individual Strikes when Dual Wielding' by Modern Algebra so 'skill effect: whole' is applied only once in a sequence.)

Code:
<target action>if !user.weapons[1]create icon: user, weapon1icon: user, weapon1, swingcustom animation2: targetwait: 30delete icon: user, weapon1skill effect: wholeendif user.weapons[1]create icon: user, weapon1icon: user, weapon1, swingcustom animation2: targetwait: 30delete icon: user, weapon1create icon: user, weapon2icon: user, weapon2, swingcustom animation1: targetwait: 30delete icon: user, weapon2skill effect: wholeend</target action>
 
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pxldrm

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I found a better solution to this problem.

Just add this:

when "ATTACK ANIMATION2" animation_id = [@subject.atk_animation_id2]under:

when "ATTACK ANIMATION" animation_id = [@subject.atk_animation_id1] animation_id = [@subject.atk_animation_id2] if @subject.atk_animation_id2 > 0 && @action_values[1].to_i == 2Then make your target action something like this:

Code:
<target action>if !user.weapons[1]create icon: user, weapon1icon: user, weapon1, swingattack animation: target, waitdelete icon: user, weapon1skill effect: whole, waitendif user.weapons[1]create icon: user, weapon1icon: user, weapon1, swingattack animation: target, waitdelete icon: user, weapon1create icon: user, weapon2icon: user, weapon2, swingattack animation2: target, mirror, waitdelete icon: user, weapon2skill effect: whole, waitend</target action>
 

DownwardSpiral

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I found a better solution to this problem.

Just add this:

when "ATTACK ANIMATION2" animation_id = [@subject.atk_animation_id2]under:

when "ATTACK ANIMATION" animation_id = [@subject.atk_animation_id1] animation_id = [@subject.atk_animation_id2] if @subject.atk_animation_id2 > 0 && @action_values[1].to_i == 2
This one works like a charm, thank you so much! (Lock thread, maybe?)
 

slimmmeiske2

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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