Skill animation help

Soraki

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When I use a physical "special" command when my sprites use it they cast it as a spell or simply don't use there weapon when attaching I was wondering how I could change that so when I use a sword skill for example he swings his sword and then the skill animation starts.

Thanks guys!
 

Jory4001

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I had trouble with this too, the only work around I found so far was to use YEP_BattleEngineCore with YEP_ActSeqPart1 and part 2 and specify in the note tag to use "motion swing: user" and it will use currently equipped weapon in a swing action. Check out the Help file to see more commands.

Here is an example of a basic Skill

<setup action>

display action (shows the Skill Name and Icon)

perform start (Moves the character forward)

wait for movement

</setup action>

<target action>

motion swing: user (animation for Swings with weapon) <---- This is what you are looking for.

motion wait: user

action animation (The Skill's animation)

wait for animation

action effect: target (Deal the Skill's effect like damage)

death break (Let the enemies die)

</target action>

<finish action>

clear battle log (Removed the Skill name and icon)

perform finish (Moves character back)

wait for movement

</finsih action>
 
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Soraki

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Sorry to seem like an absolute n00b but where exactly do I enter that? And can I simply copy and paste what you put minus the help points you added to my game or is it more complicated than the example you gave?

Thanks :) ))
 

Jory4001

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Use the Plugin Manager to enable the Plugins shown.

Then under Note Tags in the Skill window, enter your action sequence.

See the Attached pictures.

A1.jpg

A2.jpg
 

Fernyfer775

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<target action>

motion ATTACK: user (animation for Swings with weapon) <---- This is what you are looking for.

motion wait: user

action animation (The Skill's animation)

wait for animation

action effect: target (Deal the Skill's effect like damage)

death break (Let the enemies die)

</target action>
Just a quick side-note. If you use Motion:ATTACK, it will automatically change the animation your character does depending on the weapon they have equipped. For example, if they have a spear on it will thrust, but if they have a sword/axe on they will slash/swing, and if they have a bow or something, they will shoot. it's a much more versatile method to use :)
 

scrotolo

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The code to insert in the skill note is here
 

Andar

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When I use a physical "special" command when my sprites use it they cast it as a spell or simply don't use there weapon
Please check if you included the special skill type in the list of "magic" skills for sideview.
This setting is on the system tab of the database, and all skills of the skill types listed there will use magic sequences instead of weapon sequences.
 

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