Getting the "Attack" skill to do different motions based on equipped weapon.

pixelBlitzer

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Hello! I've been tinkering around with RPG Maker MV and Yanfly's plugins, but I've run into a bit of a snag.


So I have a character who's weapon type is boots, and I want to make it so the attack command shows him jumping onto the enemy's head instead of the standard weapon swing, and others who use the attack step forward and swing their weapons like normal.


What I've done is created the following action sequences at the end of this post under and if/else condition in the "Attack" skill's notes. The action sequences under the "if" are supposed to do the jumping motion if the user has the boots weapon type equipped, and the action sequences under the "else" play a regular attack.


Both of these work the way I want them to if used by themselves under their own skill.


What keeps happening is, my character who's got the boots weapon type equipped will do the actions from the second sequence instead, doing a normal attack.


I'm assuming this is a problem with my scripting, as I'm not super knowledgable with JS.


The plugins I have active right now are YEP_CoreEngine, YEP_BattleEngineCore, YEP_BaseParamControl, YEP_EnhancedTP, and YEP_X_ActSeqPack1, 2, and 3.


Might someone know how I'd go about getting this to work the way I want?


(The code is below:)

Code:
if (a.isWtypeEquipped(12))
<setup action>
display action
</setup action>
<whole action>
</whole action>
<target action>
jump user: 200%, 35
move user: target, head, 35
wait for movement
action effect
jump user: 100%, 20
move user: home, 20
wait for movement
</target action>
<follow action>
</follow action>
<finish action>
</finish action>
else
<setup action>
perform start
wait for movement
</setup action>
<whole action>
</whole action>
<target action>
perform action
attack animation: target
wait for animation
action effect: target
</target action>
<follow action>
perform finish
</follow action>
<finish action>
wait: 15
</finish action>
 
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Andar

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Doesn't really work that way - and there is another way to make that much easier.


There is a plugin that assign different attack skills to different weapons - if you use that plugin, each skill can have the action sequence assigned to the weapon that has that skill
 

pixelBlitzer

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ha! That's so much simpler. Thank you very much!


edit: What is the name of the plugin, if you know it?


edit edit: found it!
 
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