The new updates today should have fixed it:
http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/
Give those a shot to see if the crashes still happen. It should be removed.
Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:
<setup action>display actionimmortal: targets, true</setup action><target action>if user.attackMotion() !== 'missile' move user: targets, front, 20else perform startendwait for movementmotion attack: userwait: 10attack animation: targetwait for animationaction effect</target action>Have fun!
Love ya YF!! That's what i needed!
BUT! Since i wanted enemies in my project to display different attack animations based on what weapon type they use, i wasn't satisfied with just thrust or swing (Axe'd minotaur using the hit animation is just not realistic XD).
Therefore, since enemy battlers are static and attack animation for them is the same no matter what you equip them with, i managed my way out in order to edit the note's animation:
I copied the Attack skill and created multiple of them, keeping same name and effect but just using different animations (based off enemies' visual gear).
Then, on each skill' notes, i took YF's notes and then
replaced
attack animation: target
with
animation 'X': target
where X is the animation ID of that specific attack skill.
(This affects ranged hits aswell so you gotta make up specific animations for melee type and ranged type)
Tested it multiple times and it works like a charm
Hope this can help people who, like me, feel uncomfortable with having the same attack animation for differently equipped enemies and wish to find a way out of that situation!