[solved] Relate battle char animation/weapon to a skill (sideview battle)

Lupinos

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Hi community,

when I started setting up a new skill type (shooting) for a new class called sharp shooter, I stumbled up on the problem that, when my char uses this skill (type), it plays the default hit animation without any weapon. I searched the whole database but only thing I could find was, that I can relate a skill type to the casting animation for spells.

I also tryed the "Weapon Skill" plugin and searched this forum for a plugin, but could not find anything which suits my needs.

What I want is, that if the char uses a skill from that certaion skill type (in this case "shooting") it shall use the related weapon/animation. In this case drawing the rifle or gun to shoot.

If I would have the skills to program in Java I'd do it myself but I am not familiar to scripting, so I would like to ask one of you to program such a script. :)

Thanks for the attention and best regards.

Lupi
 
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Andar

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I searched the whole database but only thing I could find was, that I can relate a skill type to the casting animation for spells.


What I want is, that if the char uses a skill from that certaion skill type (in this case "shooting") it shall use the related weapon/animation. In this case drawing the rifle or gun to shoot.
I think you misunderstood how the assignment is organized.


If a skill type is assigned to magic in the system tab of the database, it will not use any weapon animation.


If a skill type is NOT assigned to magic, then it will use the animation and weapon pictures of the actors equipped weapon type as set by the [sV] Attack Motions in the system tab.


So what you need to do is make one or more weapon types for the use of those "shooting" skills (or use the existing weapon types like bow for that), and assign the pictures you want to those weapon types.
 

Lupinos

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If a skill type is NOT assigned to magic, then it will use the animation and weapon pictures of the actors equipped weapon type as set by the [sV] Attack Motions in the system tab.

So what you need to do is make one or more weapon types for the use of those "shooting" skills (or use the existing weapon types like bow for that), and assign the pictures you want to those weapon types.
Yes! That is what I thought too. But it does not.

I created the weapon type "Rifle", set the animation type in the System Tab (and for the normal Attack it works) and assigned it to this shooting skill to be the weapon type which has to be equipped to use the skill, but still it shows the "unequipped" attack animation and not the weapon. ^^

Edit: "Shooting" is not assigned to Magic in the System Tab. ;)
 
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Eisenwain

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I have this problem too, i cant relate weapons to skills
 

Njalm2

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As do I, and I've made sure that none of the weapon-based skillsets are associated with magic (the magic skillset is the only one that is thus far). For whatever reason, the character uses default casting animations when executing the techniques, although they do not "chant" beforehand.
 

Lynks

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I am new to rpg maker myself, but maybe I can help. Have you used Yanfly's action sequence that detects what kind of weapon the user has and uses the animation accordingly for the regular Attack? I had, and I found that it clashed with my other special ability that used the same sequence. Maybe that could be your problem too
 
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Lupinos

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I am new to rpg maker myself, but maybe I can help. Have you used Yanfly's action sequence that detects what kind of weapon the user has and uses the animation accordingly for the regular Attack? I had, and I found that it clashed with my other special ability that used the same sequence. Maybe that could be your problem too
When I opened this topic I haven't had Yanfly's Action Sequences installed yet. I haven't even used the Battle Engine Core. (Now I do though. ^^)
 

Lynks

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Ohh, my bad. I installed them almost right away. Hahah
 

Eisenwain

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So if i install yanfly"s engine it will work?
 

Lupinos

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So if i install yanfly"s engine it will work?
Yes it will. You need the Battle Engine Core and the Action Sequences. It will give you the possibility to relate the motion animation to your skill via notetags.

I also just found out. lol
 

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