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- Jan 23, 2016
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Hi,
Hoping someone can offer some insight into this.
Using Yanfly's Element Core, I'm able to make magic/skills reflect onto the player if the enemy is strong against a particular element.
When the skill reflects, it plays the animation again, this time over the player. The problem is, the animation is flipped/reversed. With my custom skill animations, it looks out of place.
Is there a way to disable the reflected skill playing the animation entirely? I'd like the player to simply take the damage from the reflect, but there's no need to play the animation.
Thanks
EDIT:
I managed to get this working by editing the following text in Yanfly's Battle Core:
Window_BattleLog.prototype.displayReflection = function(target) {
if (Yanfly.Param.BECShowRflText) {
this.addText(TextManager.magicReflection.format(target.name()));
}
target.performReflection();
var animationId = BattleManager._action.item().animationId;
this.showNormalAnimation([BattleManager._subject], animationId);
this.waitForAnimation();
};
Change the line:
var animationId = BattleManager._action.item().animationId;
To:
var animationId = 0;
And then the mirrored animation is removed completely.
Hoping someone can offer some insight into this.
Using Yanfly's Element Core, I'm able to make magic/skills reflect onto the player if the enemy is strong against a particular element.
When the skill reflects, it plays the animation again, this time over the player. The problem is, the animation is flipped/reversed. With my custom skill animations, it looks out of place.
Is there a way to disable the reflected skill playing the animation entirely? I'd like the player to simply take the damage from the reflect, but there's no need to play the animation.
Thanks
EDIT:
I managed to get this working by editing the following text in Yanfly's Battle Core:
Window_BattleLog.prototype.displayReflection = function(target) {
if (Yanfly.Param.BECShowRflText) {
this.addText(TextManager.magicReflection.format(target.name()));
}
target.performReflection();
var animationId = BattleManager._action.item().animationId;
this.showNormalAnimation([BattleManager._subject], animationId);
this.waitForAnimation();
};
Change the line:
var animationId = BattleManager._action.item().animationId;
To:
var animationId = 0;
And then the mirrored animation is removed completely.
Last edited: