jayholden

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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!

unknown.png


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

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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!!!!!!!!!!!!!!!!!!!!!
 
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