pawsplay

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Real simple. I want it so, for instance, my werewolf attacks, the attack gets animated as the Slash instead of the default Physical Hit.

I have some Yanfly stuff running already: Battle Core, Animated SV enemies, weapon animation.

I tried placing

<Weapon Animation: 6>

in the enemy, thinking I might be able to piggyback off Weapon Animation, but no luck. Probably it only works for SV_actor enemies?

Easy way to do this?

It's not a deal-breaker to create a custom Skill, my current implementation, but I hate to lose Attack + times and other things associated with a basic attack.
 
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JohnDoeNews

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The default attack shows the animation that goes with the weapon, if a weapon is equiped.

Maybe you can make werewolf claws, which will be the weapon when the werewolf is unarmed, and give this weapon the right attack.

With the yanfly equipcore you require the werewolf to always have a weapon equiped. This way, they have to choose the claws as a weapon, instead of just unquiping their weapon.

This does not only give you the chance to change the animation for unarmed attacks, but also can it add special traits for unarmed attacks, like adding a bleeding state.
 

pawsplay

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Enemy battlers don't have weapons at all.

I tried using Weapon Unleash and giving the werewolf a state with Replace Attack, but no luck.
 

JohnDoeNews

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Oh... Oops, I thought it was for an actor.

If it is an enemy, then making a new attack for the werewolf is what I would try. I don't know what you mean with "hate to lose Attack + times"... Wouldn't that be possible with extra skills?
 

AphoticAmaranth

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If you add "add state: normal attack 100%" to a skill, most properties of a normal attack would be carried over, excluding Attack times+.

Where is your enemy getting attack times+ from? If they always have it by default, you could set the repeat count of the custom skill to one plus your total attack times+. If it's a state that may not always be on the enemy, you'd need a plugin to change how repeat works.

 

RivalRamen_Games

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Maybe try action sequences and making different skills for your enemies? Like a section dedicated to monster attacks and a section dedicated to PC attacks.
 

pawsplay

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The reason I'm hesitant to just assign a customized skill is that it doesn't cover situations where the enemy would make a standard Attack, like the rage condition or a counterattack.

It's just weird to me it's not very easy to change out the standard "smack" for a different animation. That seems like something that maybe should have been built into the engine.
 

ATT_Turan

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Can you please clarify what you're asking for? I ask because how I initially interpreted your question actually is really easy, but then it doesn't quite match your terminology.

Are you asking for the SV battler's attack motion, the frames it shows from the battler's spritesheet, to be different? This is included with the Animated Sideview Enemies plugin, you'd use the notetag <Sideview Attack Motion: swing>

Or are you asking for the animation that is played by the skill to be different? This interpretation was not what came to my mind because it doesn't have anything to do with you using an SV battler, per the title of your post.

The solution in this case would be to give them a different skill that functions as Attack but has a different animation; or program Attack with action sequences and use conditionals to play different animations for different enemies.

If it's the latter, you can work around the possibility of counter attacks by using Yanfly's Counter Control to make the werewolves use a skill programmed with the appropriate animation (or leave it as the normal Attack which has the action sequence that checks for them, as above).
 

pawsplay

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As per the title and the first post: I want it so, for instance, my werewolf attacks, the attack gets animated as the Slash instead of the default Physical Hit.

Very specifically, and precisely as the words I used: Not the attack motion. The attack animation for a static battler (or any other battler).

Instead of *smack* *explosion poof* it goes *slash* *anime slash graphic.*

That's it.
 

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