SOLVED: Removing the casting animation when enemies use Physical skills?

armorvil

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Hi, so most enemies in my game don't use the standard "attack" command, and use physical attack skills specific to them instead (so I can run different common events for each enemy's attacks that displays an image of them attacking).
The problem is the graphical "charging" effect that triggers when you set the attack type as Physical (screenshot below). It needlessly slows the game down. I know I can use the "unavoidable attack" category instead to get rid of it, but I'd like my character's Evade stats and the blind status effect to work.

Does anyone please know how to remove this?

...oh, and if you're wondering about this sprite/background, this is because I'm making my game with 3D stuff turned into sprites thanks to the xnalara / xps program (since there are copyrighted 3D models in it, I'm fully aware I won't be able to sell it - I'll see if there are way to share it for free when it's done. For now I'm making it for my own pleasure).

Thanks a lot in advance for the kind soul who knows a solution!
 

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caethyril

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This looks like the casting animation added by Yanfly's Battle Engine Core. In that case, you can either:
  • In the Plugin Manager, set that plugin's Physical Animation parameter to 0 (disables casting animation for non-tagged physical skills), or
  • Put a <Cast Animation: 0> notetag on skills that should not display a cast animation.
 

Andar

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If it is not a plugin (and as said above some plugins do add their own animations), then the difference between "casting" and "weapon" is determined by the skill type and set in the database system tab. Remove the skill type from the "[SV] Magic" list there to declare it to use a weapon animation.
 

armorvil

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Oooh, I feel dumb now! I didn't realize this came from Yanfly's plugin!
Thanks a lot, Caethyril, you saved my life, you're the best! :biggrin:

EDIT : Thank you Andar too for your other solution! :biggrin: Best community ever!!
 
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I have follow up question to this. What is the proper code to ADD that charging up animation back to the move?
 

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