- Joined
- Jul 18, 2014
- Messages
- 222
- Reaction score
- 13
- First Language
- English
- Primarily Uses
- RMMV
Many hugs and food @Taemien. It solved my issue ^_^
My only prob now is that I have a skill type that has "magic" and "non-magic" skills and I can't separate them, so there are "magic" skills that may have needed the chanting... but them lacking that is muchhhhh better than all having the chanting, lol.
What I'd really appreciate now is a function Yanfly would have to add if he/she gets the opportunity :/
<action copy x:y> copies another skill/item's action sequences, but if I can specify to copy another's action sequences EXCEPT for a particular, setup in my case, then that would help me soo much.
With that functionality, I can apply a particular state @ setup in each skill that equips the user with a particular weapon while the rest of the action sequence does the same thing. That way I can determine what weapon appears in each skill.
Example:
Skill 1: setup: apply state for sword / rest (via action copy skill 3): jump and strike!
Skill 2: setup: apply state for axe / rest (via action copy skill 3): jump and strike!
Currently it's:
Skill 1: action copy skill 3 ... can't figure out how to apply different states depending on whether it's skill 1 or 2 calling it.
The work around is just not using action copy and editing each skill 1, 2, etc ... which is horrid if I want to go back and edit the animation which is similar for all.
My only prob now is that I have a skill type that has "magic" and "non-magic" skills and I can't separate them, so there are "magic" skills that may have needed the chanting... but them lacking that is muchhhhh better than all having the chanting, lol.
What I'd really appreciate now is a function Yanfly would have to add if he/she gets the opportunity :/
<action copy x:y> copies another skill/item's action sequences, but if I can specify to copy another's action sequences EXCEPT for a particular, setup in my case, then that would help me soo much.
With that functionality, I can apply a particular state @ setup in each skill that equips the user with a particular weapon while the rest of the action sequence does the same thing. That way I can determine what weapon appears in each skill.
Example:
Skill 1: setup: apply state for sword / rest (via action copy skill 3): jump and strike!
Skill 2: setup: apply state for axe / rest (via action copy skill 3): jump and strike!
Currently it's:
Skill 1: action copy skill 3 ... can't figure out how to apply different states depending on whether it's skill 1 or 2 calling it.
The work around is just not using action copy and editing each skill 1, 2, etc ... which is horrid if I want to go back and edit the animation which is similar for all.


