Radlerdani

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Hey guys,

unfortunately i don't know which plugin it concerns exactly.
I use most of the yanfly plugins. 1.6.2

I would like to have a different animation play for a skill, depending on the weapon type.

Something like:
---------------------
if.user.weapontype[1]
...
animation 129: user
...
---------------------

---------------------
if.user.weapontype[2]
...
animation 132: user
...
---------------------

I rummaged through the "more sv battler frames" plugins but found no satisfactory result. That's why I created my SV Actor as an animation, let the animation play and my character becomes invisible during the animation. So i can use a lot more frames for an attack and i'm much more free. Works flawlessly and seamlessly.

However, I intend that my SV character also has a weapon change. So I would also have a animation change. Otherwise, he hold the wrong weapon.

Thank you for your help.
 

Radlerdani

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No Chance to do something like this? :(
 

ATT_Turan

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Program your skill using Yanfly's action sequences. Inside that you can check what kind of weapon the actor has.
 

Radlerdani

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tried to search for an answer in google but didnt get an answer which line its the correct one.
 

Warilized

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I think you can do it with YEP Action Sequence. So every type of weapon, you decide what skill to use as it's base attack and then you program the skill using YEP Action Sequence.
Designing how it behaves is the hard part tho.

Or what you mean that shared skill have different animation depending on what type weapon is used. Like "Double Attack" for example?
You could either program a branched sequences or make multiple clone skill for different weapon.

For the first part, Iirc there's a command line for that in YEP.
If weapontype(id) or sth like that.
 
Last edited:

Radlerdani

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Im on vacation but will Post a example on monday.

...

My Charakter can learn skills over Buffs. If you activate buff x (state) you get Skill x.

This Skill x is a Special sword Attack. I use a Animation from my Charakter for that with, let us say, a White sword.

The White sword is weapontype 1.

Now he hold a new sword in his Hand (SV battler), maybe a golden one, and i use skill x again.

Now the Animation plays with the White sword and thats wrong. I need a line that the Maker First Proof which weapon Type is Holding. So he dont Take Animation x with the White sword but Animation x with the gold one.

I thought i can make Something Like

If weapontype 1
Action sequence

Else

If weapontype 2
Action sequence


Else

...

...

Sorry for my bad English.
Greetz
 

Radlerdani

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Got it.

Example:

<target action>
if user.isWtypeEquipped(1)
...
animation 1: user
...

else if user.isWtypeEquipped(2)
...
animation 2: user
...

else if user.isWtypeEquipped(3)
...
animation 3: user
...
</target action>


can be closed.
 

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