MauricioEsp

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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

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Id recommend getting this question over here:
 

MauricioEsp

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Ok, i proceed to repost this question there, Thank you :)
 

Andar

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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

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Ok, sorry, i Didn't know that. Thanks for the information and sorry for bother you.
 

Johnboy

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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.
 
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