YEP_X_AnimatedSVEnemies Display weapon with Skill other than Attack

markp80nj

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Hi everyone, this post is basically a copy/paste from this post on Yanfly's  Plugin Bug Report Thread.


I was advised to create a specific thread for it, so here it is.


I hope it's in the right subforum.


So, anyway, in my project I am using Yanfly's Row Formation Plugin in addition to Yanfly's Animated SV Battlers, which shows weapon animations on the enemies when you use notetags like <Sideview Weapon: 7>


Certain weapons in my game, like Bows, can only be used on the second row.


To achieve this, I use Yanfly's Weapon Unleash Plugin, and replace the Attack Command with a new skill called Ranged Attack.


This works great for players, but for enemies, having anything other than the Attack Command will not show the weapon animation with the Animated SV Battlers Plugin.


Instead of the enemy using his bow, a casting animation is shown.


Is there a way for me to show the weapon animation with a skill other than the normal attack?


And second question, can enemies have more than one weapon and switch them during battle?


For example, a Rogue that can attack in the front row with daggers, and then jump to the second row and equip a bow?


Sorry if these are silly questions, but I'm having a hard time figuring it out.
 

markp80nj

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YES!!!


After days of frying my brain over this, I finally found the answer to my first problem.


I'll post it here, in case someone goes through the same thing.


So, as I said, I'm using Yanfly's plugins, and all these steps are achieved with 5 of his plugins.


To start with you need Yep_BattleEngineCore for the other plugins to work.


Next, I use his Yep_RowFormation, where I set three Rows.


Then, I use Yep_WeaponUnleash, and I replace the attack command with a skill I named Ranged Attack. It's basically a copy/paste of the Attack command, except the Attack Command has a <Row Only: 1> in its Notetag, while Ranged Attack has a <Row Only: 2> in its Notetag.


This way, I make weapons like swords use the normal Attack Command, while with the Weapon Unleash Plugin, I replace the Attack Command on weapons like Bows with the skill number for Ranged Attack.


Or in my specific case : <replace attack: 14>, Because 14 is the Ranged Attack Skill in my game.


This works beautifully with the actors in your party.


PROBLEM: Using Yep_X_AnimatedSVEnemies, and trying to make an Archer Enemy, it won't display the weapon animation if the Attack Command is replaced.


So how do you keep enemies on the second or third Rows, while having restrictions on weapons and different attack skills that are row dependent?


You will need another Yanfly Plugin: Yep_X_ActSeqPack (there are three of these, and I think you only need the first,{EDIT:You also need the second one} but I already had all three installed anyway).


Now, trying to show weapon animations in some of my physical skills, I came across this post.


Then, a crazy idea hit me: What if I try to use this on my Ranged Attack Skill, and see if the Enemy finally displays a weapon?


And it worked! (EDIT: I hadn't noticed, but while the weapon was displayed, the motions were for casting, not for weapon use. I have optimized it now)


All you have to do is go to your Skill Notetag and insert the following:


<Target Action>


motion swing attack:  user (EDIT: Replacing 'swing' to 'attack' will make the enemy perform the motion dependent on is weapons (swing for swords, missile for bows, etc.)


perform action (EDIT: having this command will make the enemy perform a "cast" animation, instead of the weapon motion, just delete it)


motion wait: user


action animation: target


wait for animation


action effect: target


death break


perform finish (EDIT: Since we eliminated the "perform action" command, we don't need this either)


</Target Action>


And it will display any weapon you equip the enemy with.


I tried it with bows and lances and it worked for both.


Now all I need help with is how to make an enemy switch weapons when he switches rows.


Like I said in my op, I would like to have  a Rogue Attack with Daggers in the Front Row, and with Bows in the Second Row.


But even with this, whenever he jumps to the Second Row, he will now display a weapon, but it is still a Dagger.


Can anyone help me with this please?
 
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markp80nj

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Ok, first, sorry to post in this thread again.


Being I got no answers, I'm not sure if anyone has any interest in this question.


However, since I finally figured out the answer to my second question, I figured I would post it here, in case anyone ever struggles with setting up something like this.


So, my final question was how to have enemies equip different weapons depending on what Row they are on.


I basically fried my brain trying every Lunatic mode on all 5 plugins, Plugin Commands, you name it.


And the answer is so simple it made me want to bash my head against the pc, lol.


So here goes:


Let's make a Rogue Enemy that will have Daggers on the First Row, and Bows on the Second Row ( you can have any different weapons on any different rows, this is just an example). 


This answer assumes you read my first answer and are using the plugins and methods mentioned in it.


First let's create an enemy called Rogue.


On the Action Patterns we will give him the Attack ability and an ability to switch rows. (if you don't know how to create an ability to switch rows, ask me, there's a couple different ways)


On the Traits menu, we will Equip Weapon: Daggers.


On the Notetags you will assign the Battler id for the AnimatedSV Plugin and the command <Sideview Weapon: 1> (1 is for Daggers, use different numbers depending on what weapon you are using)


Now let's assume that this enemy ID is 1


We will copy this enemy and paste it on enemy ID 2.


Now you have two enemies called Rogue that are exactly the same, except for their ID.


On the second Rogue, let's go to the Action Patterns and switch the Attack ability for the Ranged Attack ability (assuming your Row setups are like mine, and Attacks are for the First Row, while Ranged Attacks are for the Second Row. If attacks work in both rows, leave this)


Now on the traits menu switch Equip Weapon: Daggers for Bows (or whatever weapon of your choice)


Finally, in the notetags, replace the 1 on the <Sideview Weapon: x> command for 7 (the number for Bows)


Additionally, if you want the Rogue to start in the Second Row with Bows, instead of the First with Daggers, you will have to add a <Default Row: 2> in this enemy's Notetag.


Now you have two enemies that are exactly the same, except one uses daggers, the other uses bows.


Now let's go the Troops Tab and create a troop where our Rogue Enemy will be. Add only one of our Rogue Enemies, depending on where you want it to start.


Remember that if you want him to start on any row but the first, you must add the <default row: x> on that enemy's notetag.


In our example, if you want to start in the second row, you would only add the rogue with the enemy ID 2.


But here we will start on the First Row, so we will only add Rogue Enemy with the ID 1 (the one with Daggers)


You can add any other enemies to the troop, it won't matter.


Now, for this to work, you must setup a State that affects only one Row.


As an example, I have a Taunt State on Row One that forces Physical Attacks to be directed at the First Row. Read the Help on the Rows Plugin to figure out how to do this.


If you don't want to have any special states on any rows, I assume you could create a state that would do nothing to affect the battle, but that could be used specifically for this.


For our example, let's go with the Taunt State, and assume you won't use it on enemies outside of the Row Conditions (you could always make a clone state to use outside of row conditions)


In the Troops Battle Event Window, we will select the condition [Turn End].


This will ensure the event will happen after our enemy switches rows. Of all the options for conditions, I find this is the most fitting.


And for Span we will select [Turn]. This way the event will happen every turn during the whole battle.


Now for the Event itself, we will create a Conditional Branch, with an Else Branch.


On the third Tab of the Conditional Branch, select our enemy (Rogue with the ID 1), and select the State [taunt].


Now it would look something like this:


 IF Rogue (ID1) is affected by [Taunt]


    Enemy Transform [Rogue (ID 1)]


ELSE


    Enemy Transform [Rogue (ID 2)]


Now every time our Rogue is in the First Row, he will use Daggers, but when he jumps to the Second Row, he will use Bows.


Sorry for such a long answer, but I wanted to be as clear as possible.


I just really hope this might help someone.
 
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Nol

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Just posting here to thank you for reporting your findings, as i'm obviously following your threads 3 steps behind you, and i'm positive i would have run into that !
 

markp80nj

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Hey thanks man!


It's good to know all that writing wasn't in vain, lol.


Yeah, if it helped at least one person, I feel good about writing it.
 

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