Mirror Motions in Yanfly Action Sequences

jayholden

Veteran
Veteran
Joined
May 30, 2015
Messages
35
Reaction score
3
First Language
English
Primarily Uses
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:

<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>
 

jjleroy

I love bananas
Veteran
Joined
Aug 5, 2017
Messages
184
Reaction score
34
First Language
German, English
Primarily Uses
RMMV
DUDE!!!!!!

I SOLVED IT!!!!!!!!!

All you have to do is go to Yanfly Battle Engine Core

Then change THIS:

Game_Battler.prototype.spriteFaceBackward = function() {
this.setMirror(true);
};

to THAT:

Game_Battler.prototype.spriteFaceBackward = function() {
this.setMirror(false);
};

THAT WAS ALL!!!!!!!!!!!!!!!!!!!!!
 
Last edited:

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

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,975
Members
137,563
Latest member
cexojow
Top