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How to call animation ID in script

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: How to call animation ID in script
  • Original author: XPhater
  • Original date: May 4, 2014
  • Source thread: https://forums.rpgmakerweb.com/threads/how-to-call-animation-id-in-script.26665/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

I'm just bumbling around trying to teach myself how to bumble around with this stuff.  I was messing with Yami's Battle Symphony counterattacks and thought wouldn't it be cool if the character riposted with their shield, gauntlet, or offhand weapon prior to the counter attack swing? Since it plays two hits anyway.  Here's what I've got so far: #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # XPhater autosymphony: riposte counter # - - - - - - - - - - - - - - - - - - - - - - - - -...

Archived First Post

I'm just bumbling around trying to teach myself how to bumble around with this stuff.  I was messing with Yami's Battle Symphony counterattacks and thought wouldn't it be cool if the character riposted with their shield, gauntlet, or offhand weapon prior to the counter attack swing? Since it plays two hits anyway.  Here's what I've got so far:

#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # XPhater autosymphony: riposte counter # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # This causes the countering battler to perform an off-hand riposte # prior to their weapon swing. # --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - - # This is a custom AutoSymphony. Do whatever you want. #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "RIPOSTE COUNTER" => [ ["STANCE", ["USER", "EXTRA"]], ["ICON CREATE", ["USER", "SHIELD", "HAND"]], ["ICON EFFECT", ["USER", "SHIELD", "CUR_X 1"]], ["ICON", ["USER", "SHIELD", "UPSWING", "WAIT"]], ["ICON CREATE", ["USER", "WEAPON2", "HAND"]], ["ICON EFFECT", ["USER", "WEAPON2", "CUR_X 1"]], ["ICON", ["USER", "WEAPON2", "UPSWING", "WAIT"]], ["ATTACK ANIMATION", ["WAIT"]], #HOW DO YOU PLAY SOMETHING ELSE ["ICON DELETE", ["USER", "SHIELD"]], ["ICON DELETE", ["USER", "WEAPON2"]], ], # end RIPOSTE COUNTERRight now, the character simply plays the attack animation from their equipped mainhand weapon.  I made a video for you. As you can see, the shield has the sword's attack animation on the enemy.For the riposte hit, I just want to make a short version of like 001: Physical Hit.  We'll call it 239: Riposte.  How would I go about calling animation ID 239 in a script?  This probably seems basic to everybody except me but searching for answers was ludicrously futile.

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