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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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