animation code?

MauricioEsp

Villager
Member
Joined
Jun 25, 2016
Messages
23
Reaction score
2
First Language
spanish
Primarily Uses
Hello everybody! I want to ask you if there is a predeterminated code to paste on the ability notes, because I want to make that my players get near of the enemy to perform an animation.

I have this code:


<setup action>


display action


immortal: targets, true


</setup action>


<target action>


if user .attackMotion() !== 'missile'


move user: targets, front, 20


else


perform start


end


wait for movement


motion attack: user


wait: 10


attack animation: target


wait for animation


action effect


</target action>


The problem with this code is, when the player gets near of the enemy, it doesn't perform an animation, just a simple hit animation and  a stab movement... They don't do the animation that I specified on the ability configuration. Is there a problem with the code? why can't they perform an animation when they get near? greetings and apologize for any inconvenience.
 

Skunk

Melody Master
Veteran
Joined
Mar 2, 2013
Messages
1,067
Reaction score
384
First Language
English/Slavic
Primarily Uses
RMMV
Id recommend getting this question over here:
 

MauricioEsp

Villager
Member
Joined
Jun 25, 2016
Messages
23
Reaction score
2
First Language
spanish
Primarily Uses
Ok, i proceed to repost this question there, Thank you :)
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
29,492
Reaction score
6,857
First Language
German
Primarily Uses
RMMV
I've moved this thread to Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.


MV Deployment is when you have finished your game and need help to deploy to mobile or whatever
 

MauricioEsp

Villager
Member
Joined
Jun 25, 2016
Messages
23
Reaction score
2
First Language
spanish
Primarily Uses
Ok, sorry, i Didn't know that. Thanks for the information and sorry for bother you.
 

Johnboy

Veteran
Veteran
Joined
Jan 13, 2016
Messages
331
Reaction score
111
First Language
English
Primarily Uses
I'll lay it out as best I can because when I started I was confused with this as well:


<setup action>


display action


immortal: targets, true


</setup action>


<target action>


if user .attackMotion() !== 'missile'


move user: targets, front, 20


else


perform start


end


wait for movement


motion attack: user


wait: 10


attack animation: target  <------ This tells it to use the basic attack animation for your attack


wait for animation


action effect


</target action>


So try this instead, replacing the animation number with whichever you wish to use:

<setup action>


display action


immortal: targets, true


</setup action>


<target action>


if user .attackMotion() !== 'missile'


move user: targets, front, 20


else


perform start


end


wait for movement


motion attack: user


wait: 10


animation 21: target


wait for animation


action effect


</target action>


Or if you choose to not use animation IDs but just the one you've specified, you could do this:



 



<setup action>


display action


immortal: targets, true


</setup action>


<target action>


if user .attackMotion() !== 'missile'


move user: targets, front, 20


else


perform start


end


wait for movement


motion attack: user


wait: 10


action animation: target


wait for animation


action effect


</target action>




Hopefully that helps.
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

I posted a funny gag reel of Drifty's video's here, but realized it was probably too riskay, so I deleted it, oops, lol.
Another room (actually other half of previous room)
What should I focus on today?

Character Portraits?
OR
Mapping?
Alright, I think I've got tired of VXAce. I guess I will jump to MV.
Just had a stranger SPRINT away from me in the grocery store. Talk about overreaction...
...I don't think I'm that ugly! ^-^

Forum statistics

Threads
95,512
Messages
929,732
Members
125,774
Latest member
Kirahilsdorf
Top