So Im trying to set the weapon based skills to use the attack animation not the spell animation but i cant seem to get it to work.
The default skill 57 using pose 7 is working but when I try to add more skills to that it isnt using the correct pose.
Heres the script section Im pretty sure im supposed to be tweaking.
Code
# Non-Default Pose Hashes (poses dependant on .id values) # (New system mimics the revised Template system.) #-------------------------------------------------------------------------- # The first hash in each set indicates the id number (be it skill, item or # otherwise, and the pose it brings up. These mimic the 2nd array type in # the above Non-Default poses. As such, a hash value of {1 => 10) for the # MNK_POSES_WEAPONS hash would make the 'Bronze Sword' use the 10th index (or # 11th spritesheet) pose... aka the 'Defeat' pose. # # To define an advanced pose linked to a specific battler, the syntax is... # = { battler.id => { item/skill.id => pose# } } # ...so this gets more complicated. But this does allow each battler to # have his or her own unique pose, regardless of spritesheet type. #-------------------------------------------------------------------------- MNK_POSES_CASTED = {61 => 6} # Set a specific skill to use a pose MNK_POSES_CASTED_A = {} MNK_POSES_CASTED_E = {} MNK_POSES_STATUS = {3 => 3} # Set status values to poses here MNK_POSES_STAT_A = {} MNK_POSES_STAT_E = {} MNK_POSES_SKILLS = {57 => 7} # Default: #57(Cross Cut) does 'Attack' MNK_POSES_SKILLS_A = {} MNK_POSES_SKILLS_E = {} MNK_POSES_ITEMS = {13 => 4} # Default: #13(Sharp Stone) does 'Block' MNK_POSES_ITEMS_A = {} MNK_POSES_ITEMS_E = {} MNK_POSES_WEAPONS = {} # Didn't set any weapons to any poses MNK_POSES_WEAPS_A = {} MNK_POSES_WEAPS_E = {} # Non-functional (Enemies don't use 'em.)
Ive tried MNK_POSES_SKILLS = {57, 58 => 7} and MNK_POSES_SKILLS = {57 => 7}, {58 => 7} and adding a new line like MNK_POSES_SKILLS = {57 => 7} MNK_POSES_SKILLS = {58 => 7}