You can, you just have to simply modify a couple lines in the script editor:
Add this snippet inside the Materials section:
CODE
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Invariables
#--------------------------------------------------------------------------
#fille the hash this way:
#UNARMED_ANIME_ID = {
#actor id => unarmed animation id,
#actor id => unarmed animation id,
#actor id => unarmed animation id,
#[add as many actors as you want]
#}
#if you don't insert an actor in this hash, his/her animation will be
#the default unarmed animation
UNARMED_ANIME_ID = {
1 => 7,
2 => 12,
}
#--------------------------------------------------------------------------
# * Get Normal Attack Animation ID
#--------------------------------------------------------------------------
def atk_animation_id
anime_id = 1
anime_id = UNARMED_ANIME_ID[self.id] if UNARMED_ANIME_ID.include?(self.id)
if two_swords_style
return weapons[0].animation_id if weapons[0] != nil
return weapons[1] == nil ? anime_id : 0
else
return weapons[0] == nil ? anime_id : weapons[0].animation_id
end
end
end
I hope this can help,
Jens