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I need to know to help answer your question
The program assigns regular attack as skill #1
This means that only skill number one will be using your weapon. Copying and pasting it will just make it a skill and thus make a skill animation. THOUGH, you can use plugins like the Yanfly engines to manually program how skills work.. including having your sprite use a sword instead of using the skill animation.
You're saying this requires a plugin?
As i said, yanfly gives you the ability to craft skills to be much better looking.
I figured that's what you wanted to do so i just assumed so. I started using yanfly the minute i installed RMMV I am still learning how to fully use the engines but Its progressing well, you can look at my project Omega post to see what yanfly does outside of yanfly's official youtube
I believe you need the 3 action plugins along with the battle core.
Each has different commands it adds to it.
put this in the note
<setup action>
Cast Animation
wait for animation
</setup action>
<whole action>
move user: target, front center, 60
attack animation: target
action animation: target
wait for animation
attack animation: target
action animation: target
wait for animation
</whole action>
this was a quick set up.. it might need tweaking but it points you down the right direction
YEP_BattleEngineCore
YEP_X_ActSeqPack1
YEP_X_ActSeqPack2
Then use:
<target action>
MOTION ATTACK: user
wait: 30
action effect
animation 91: target
wait: 5
action effect
animation 91: target
wait: 5
action effect
animation 91: target
wait: 5
<\target action>
(91 is Shoot Normal animation)
This allows my archer to fire her bow (using the default attack animation, cause she equipped a bow) doing the skill animation and hitting 3 times while using the skill. I use wait so it looks a bit more natural.
I've actually tested this cause I was interested as well.
This might take some tweaks to make it look right but it should work.
so good. Damm
You might have some kind of equipment slot plugin that's installed but not configured right, so even though you set initial equipment to your character in the MV editor, in fact the actor(s) don't have the weapons that you're trying to view equipped. An example would be the HIME equipment slot plug that currently only works if you assign equipment in the actor sheets but not in the class sheets, for instance.
Make sure your characters are equipped with weapons in the menus before starting the test game combat.