Sideview Battlers / Swinging Weapons

AsuranFish

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Hi all! I'm pretty new to all the awesome plugins offered at this site, and I've tried messing around with a few of them to get the feel I want for my battle system.


I absolutely love the concept behind action sequence, and how it allows the use of animated battlers, especially against character battle sprites.


I created a SV battler for a specific enemy in my game, and was able to get him to swing a sword when he attacks by using...


<Sideview Attack Motion: Swing>

<Sideview Weapon: 2>


That part works perfectly.


However, I'm not quite clear on how to get this character to use the same motion for skills like Dual Attack, Triple Attack, etc...

Currently, these skills cause the enemy to glow yellow, then use the wrong attack animation (no sword, slash animation).


I would greatly appreciate it if someone could help me get started on this!
 

Andar

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Nptetags are dependend on specific plugins, they have no functions on their own.


That means you have to link us to the plugins you're using for those notetags before we can help there.
 

radajin

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Just make sure the skill they are using for those attacks also use the same motion as the normal attack, if you wanted him to swing three times for example i would use something like this, if your using action sequencing i mean


<target action >


Motion swing: User


Wait for motion


Action animation


wait: 10


action effect


Motion swing: user


wait for motion


Action animation


wait: 10


action effect


motion swing: user


Action animation


wait: 10


action effect


wait: 10


</target Action>


This will make him swing his sword three times and it will call on the damage formula three times, and play the skills animation three times. Put this is the skill you are having the enemy use and he will and should swing his sword as well i think. (i've only done custome animations for monsters so far.) If anything this might get you going in the right direction.
 

AsuranFish

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Just make sure the skill they are using for those attacks also use the same motion as the normal attack, if you wanted him to swing three times for example i would use something like this, if your using action sequencing i mean


<target action >


Motion swing: User


Wait for motion


Action animation


wait: 10


action effect


Motion swing: user


wait for motion


Action animation


wait: 10


action effect


motion swing: user


Action animation


wait: 10


action effect


wait: 10


</target Action>


This will make him swing his sword three times and it will call on the damage formula three times, and play the skills animation three times. Put this is the skill you are having the enemy use and he will and should swing his sword as well i think. (i've only done custome animations for monsters so far.) If anything this might get you going in the right direction.


Thanks a bunch! Initially I thought this didn't work, but I had to remove the space from the opening tag. Also, it worked a lot better changing the "wait: 10" to "wait: 40" - which I'll probably fine tune a bit more. Ten frames was way too fast.


Is there any way to get rid of the yellowish aura that occurs around users when they execute an ability? I'm trying to make several varying abilities based on multi-hit attacks, i.e. for low-HP enrages, etc...
 

radajin

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This is most likely the cast animation that's defaulted in the plug-in you can do a <cast animation: 0> to make it go away or to change which cast animation you wanted it to play.
 

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