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번역 관련 문제 보고
If you make the weapon graphics and also the battlers yourself, you can edit the weapon right into the battler image instead.
In that case, you give the weapon type in the database -none-
Upside: Your character always shows the weapon, not only during the attack.
Downside: Your weapon always shows, even when no weapon equipped.
This works best when your characters can only use 1 weapon type each. If you want them to be able to wear different types, you might have to change the battler image half-way trough the game.
It was an issue in MV as well. So I wouldn't call it an oversight.
The weapons3.png can have a second column, just like Weapons1 and Weapons2.
However, to utilize them you'll have to open the system.json file and find the attack motions array, then manually enter the corresponding id for the weapon type you want to assign the image to.
Weapons1 are image id's 1-12
Weapons2 are 13-24
Weapons3 (only 6) has 25-30,
but if you were to add a second column, it would go up to 36.
If you entered 37, the system just knows to look for weapons4.png. That's the way it's programmed.
If you entered 97 it would intuitively use weapons9.png
After editing the system.json file, the "image" name in the database will appear blank. But the data is there. It works. Also, keep in mind that it will see these weapons4+ system graphics as "unused" and will exclude them if you check "exclude unused files" when deploying a project.
fun fact: RPG Maker will included the SV battle system files anyways, and load weapons1-3 into the image manager every battle, even if you're not using the SV Battle system. Bloating your project file.
I ask this, because I bought the "Medieval Weapons" DLC and I have no idea how to apply it to the project.