- Joined
- May 30, 2015
- Messages
- 35
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Hello, my battlers are on the opposite sides of the screen from standard (the player-characters face right while the enemies face left). Since the enemies are static I reversed them manually by flipping the images in an image program.
While idling, the player-character sprites are mirrored using DreamX's plugin found here ( https://forums.rpgmakerweb.com/index.php?threads/mirror-battlers.60899/ ). To maintain the correct facing during action sequences I use "face user: away from target" during each animation step.
Unfortunately user facing does not seem to affect motions, such as "motion attack: user". So what I wind up with is the below - the weapon is on the left, the wrong side, when the user attacks. How can I make that not happen? Thanks!
Below is a sample skill in case it's userful:
While idling, the player-character sprites are mirrored using DreamX's plugin found here ( https://forums.rpgmakerweb.com/index.php?threads/mirror-battlers.60899/ ). To maintain the correct facing during action sequences I use "face user: away from target" during each animation step.
Unfortunately user facing does not seem to affect motions, such as "motion attack: user". So what I wind up with is the below - the weapon is on the left, the wrong side, when the user attacks. How can I make that not happen? Thanks!
Below is a sample skill in case it's userful:
<target action>
change switch ActionSequence: on
move user: target, back base, 15
jump user: 45, 15
face user: away from target
wait for movement
wait: 10
move user: target, back head, 10
face user: away from target
motion evade: user
Eval: user.battler().setMaxFrame(1)
wait: 5
motion attack: user
Eval: user.battler().setMaxFrame(1)
move user: target, back center, 5
face user: away from target
add state 26: all actors
wait: 15
enemy effect: target, whiten
remove state 26: all actors
Eval: user.battler().removeMaxFrame()
move user: target, back base, 5
face user: away from target
action effect
shake screen: 2, 2, 15
move target: forward, 20, 15
wait for movement
wait: 20
move target: backward, 20, 12
jump target: 4, 12
face target: away from user
move user: home, 15
jump user: 45, 15
face user: away from target
motion evade: user
wait for movement
motion walk: user
change switch ActionSequence: off
</target action>
change switch ActionSequence: on
move user: target, back base, 15
jump user: 45, 15
face user: away from target
wait for movement
wait: 10
move user: target, back head, 10
face user: away from target
motion evade: user
Eval: user.battler().setMaxFrame(1)
wait: 5
motion attack: user
Eval: user.battler().setMaxFrame(1)
move user: target, back center, 5
face user: away from target
add state 26: all actors
wait: 15
enemy effect: target, whiten
remove state 26: all actors
Eval: user.battler().removeMaxFrame()
move user: target, back base, 5
face user: away from target
action effect
shake screen: 2, 2, 15
move target: forward, 20, 15
wait for movement
wait: 20
move target: backward, 20, 12
jump target: 4, 12
face target: away from user
move user: home, 15
jump user: 45, 15
face user: away from target
motion evade: user
wait for movement
motion walk: user
change switch ActionSequence: off
</target action>

