Tips & Tricks – Animation Augments – RPG Maker MV

Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

For those using the Attachable Augments plugin and Weapon Animation plugin, you may be wondering if it’s possible to change the weapon image associated with different augments. The answer, of course, is obviously Lunatic Mode!

Check here for the copy/paste code: Remember, there are bits and pieces of the code you need to change to fit your game!

// Standard Augment Effect

<Augment: Glyph>
Add Attack Element: Wind
Add Element Rate: Wind, 90%
Price: +1000
Change Prefix: Windy
Change Text Color: 24
</Augment: Glyph>

// Attach Augment Effect

<Augment Attach Eval: Glyph>
// Check if the item is a weapon.
if (DataManager.isWeapon(item)) {
  // Define the icon variable.
  var icon;
  // Check if the item's weapon type is ID 1.
  if (item.wtypeId === 1) {
    // Set the icon to icon 1093.
    icon = 1093;
    // Set the Weapon Animation image used to 'Dagger Green'.
    item.weaponImageIndex = 'Dagger Green';
    // Set the Weapon Animation attack motion to 'swing'.
    item.weaponAttackMotion = 'swing';
    // Set the attack animation to Animation 7.
    item.animationId = 7;
    // Check if the item's weapon type is ID 2.
  } else if (item.wtypeId === 2) {
    // Set the icon to icon 1109.
    icon = 1109;
    // Set the Weapon Animation image used to 'Sword Green'.
    item.weaponImageIndex = 'Sword Green';
    // Set the Weapon Animation attack motion to 'swing'.
    item.weaponAttackMotion = 'swing';
    // Set the attack animation to Animation 7.
    item.animationId = 7;
  }
  // Apply the icon to the augmented item.
  ItemManager.applyAugmentSetIcon(item, icon, slotId, true);
}
</Augment Attach Eval: Glyph>

// Detach Augment Effect

<Augment Detach Eval: Glyph>
// Check if the item is a weapon.
if (DataManager.isWeapon(item)) {
  // Set the weapon's image back to the base weapon image.
  item.weaponImageIndex = baseItem.weaponImageIndex;
  // Set the weapon's attack motion back to the base weapon motion.
  item.weaponAttackMotion = baseItem.weaponAttackMotion;
  // Set the weapon's attack animation to the base animation.
  item.animationId = baseItem.animationId;
  // Reset the icon for the item.
  ItemManager.applyAugmentSetIcon(item, undefined, slotId, true);
}
</Augment Detach Eval: Glyph>

Happy augmenting!

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