Animation of multiple normal attack

Acydcross

Veteran
Veteran
Joined
Jun 15, 2019
Messages
44
Reaction score
4
First Language
Tagalog
Primarily Uses
RMMV
Hello!

I have a class that has 'Attack Times +1' trait. It works ok, but the animation of the second attack is wrong. Instead of doing the same regular animation for normal attack, it looks toward the party and then attack. I want it to look like it's just doing a normal attack, but twice. I have a feeling it's because I'm using Yanfly's Action Sequence on 'Attack' skill. This is the action sequence for the attack:
Skill #1 will be used when you select

the Attack command.

<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>

I thank you for your time!
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
12,961
Reaction score
13,317
First Language
English
Primarily Uses
RMVXA

I've moved this thread to Plug-In Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

ramza

Lunatic Coder
Veteran
Joined
Jan 28, 2013
Messages
663
Reaction score
373
First Language
English
Primarily Uses
RMMV
The problem is with your action sequence. There is a... Bug for lack of a better term in the action sequence plugin. It's difficult to completely explain it, but the problem is that your move action which moves your battler beside the target is inside the <Target Action> section, so it is done once for each attack.
When the first attack hits, the enemy flinches, moving the back a few pixels, causing your second attack to require the battle to move a few pixels further to get back in position. Due to some wonky check somewhere, the action sequence thinks the battler moved to the right, possibly because the new x position is inside the bounds of the battlers sprite box. Regardless, he faces right when he makes this slight correction.

To fix this, perform the move action part of the sequence in the <Setup Action> section instead of the <Target Action> section. In most cases, the result will be the same, but because your double attack actor isn't trying to move twice, he'll never face backwards.
 

Acydcross

Veteran
Veteran
Joined
Jun 15, 2019
Messages
44
Reaction score
4
First Language
Tagalog
Primarily Uses
RMMV
[move]Plug-In Support[/move]
Oops. Sorry and thanks!

The problem is with your action sequence. There is a... Bug for lack of a better term in the action sequence plugin. It's difficult to completely explain it, but the problem is that your move action which moves your battler beside the target is inside the <Target Action> section, so it is done once for each attack.
When the first attack hits, the enemy flinches, moving the back a few pixels, causing your second attack to require the battle to move a few pixels further to get back in position. Due to some wonky check somewhere, the action sequence thinks the battler moved to the right, possibly because the new x position is inside the bounds of the battlers sprite box. Regardless, he faces right when he makes this slight correction.

To fix this, perform the move action part of the sequence in the <Setup Action> section instead of the <Target Action> section. In most cases, the result will be the same, but because your double attack actor isn't trying to move twice, he'll never face backwards.
It works! But, I have a character that uses a gun (range). Now she act a little funny.
 

ramza

Lunatic Coder
Veteran
Joined
Jan 28, 2013
Messages
663
Reaction score
373
First Language
English
Primarily Uses
RMMV
@Acydcross For that you'll need to get fancy with if conditions to determine who is using the attack, or what wtype their weapon is, and move accordingly.

Or find out where in the script it determines when to mirror the battler image, and adjust the x value of that to fix your original problem more directly.
 

Acydcross

Veteran
Veteran
Joined
Jun 15, 2019
Messages
44
Reaction score
4
First Language
Tagalog
Primarily Uses
RMMV
@Acydcross For that you'll need to get fancy with if conditions to determine who is using the attack, or what wtype their weapon is, and move accordingly.

Or find out where in the script it determines when to mirror the battler image, and adjust the x value of that to fix your original problem more directly.
Sorry for the late reply. Ok, I will try to configure how to do that. Thanks a ton!
 

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

Latest Threads

Latest Posts

Latest Profile Posts

The video of a psycho chasing people on the streets with a sword before getting subdued is wild. Apparent screenshots of his Twitter feed before it went private reveal a dangerous delusional mindset. I heard there was a bow person too. The crazies are really coming out of the woodworks.
Stream will be live shortly with some Witcher 3, followed by a session of the Interactive Text Adventure! Feel free to drop by!
Managed to find a way to hang a bed cover over my window. So no more being toasted alive in the afternoon!:kaoswt2:
So, uh, has anyone tried buying any resources from KokoroReflections? Because I've been looking for a 'buy' button on the site for like 10 minutes now and can't find one.
Any also thought it's too cringy to put the word "and you" in your credit as a special thanks?
Cause that's what I thought...

Forum statistics

Threads
97,993
Messages
948,401
Members
129,255
Latest member
RPGLordLight
Top