Range attack without jumping?

Discussion in 'RPG Maker MV' started by julien, Nov 5, 2016.

  1. julien

    julien Villager Member

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    I am new with Rpg maker Mv and so far i love it


    I was trying to make my sprite leap when attacking there foes using this script


    <Target Action>


    move user: target, front base, 20


    wait for movement


    jump user: 20, 20


    motion swing: user


    perform action


    action animation: target


    wait for animation


    action effect: target


    death break


    perform finish


    </Target Action>


    It work perfectly exept for one thing, when my ranger is using a range weapon


    he jump to, is there a way to make him use the attack action and not make him Jump ?
     
    Last edited by a moderator: Nov 5, 2016
    #1
  2. deilin

    deilin Ranger/Elementalist Veteran

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    You can do a few things. There is a plug-in that you can set an attack ID as base attack, but I can't remember what it is at the moment. That way, you can set a new attack for the archers weapons.
     
    #2
  3. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

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    Remove the jump user 20 20 part of the note
     
    #3
  4. Oliin

    Oliin Villager Member

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    What you want to do is toss in an if statement that checks your attack motion. Personally, I have one that checks if you're not using a missile attack and if so moves them forward.


    Something like this:

    Code:
    if user.attackMotion() !== 'missile'
    	move user: target, front base, 20
    	wait for movement
    end


    You might also consider at least making your ranged weapon users move forward just a little. You'd do that by turning that if statement into an if...else statement.
     
    Last edited by a moderator: Nov 6, 2016
    #4
  5. julien

    julien Villager Member

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    Thank you that is a good advice
     
    Last edited by a moderator: Nov 13, 2016
    #5
  6. julien

    julien Villager Member

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    I dont know how to do that thoug
     
    #6
  7. julien

    julien Villager Member

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    if user.attackMotion() !== 'missile'
    <Target Action>
    jump user: 20, 20
    motion swing: user
    perform action
    action animation: target
    wait for animation
    action effect: target
    death break
    perform finish
    </Target Action>
    else
    <Target Action>
    move user: target, front base, 20
    wait for movement
    jump user: 20, 20
    motion swing: user
    perform action
    action animation: target
    wait for animation
    action effect: target
    death break
    perform finish
    </Target Action>


    This doesnt work 
     
    #7
  8. LadyBaskerville

    LadyBaskerville Hell-poodle Veteran

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    The plugin only reads what is written inside/between the tags, so try puttin the if ... else part inside the <Target Action> ... <\Target Action> tags and close it with "end", like this:


    <Target Action>


    if user.attackMotion() !== 'missile'


    jump user ...


    ...


    else 


    move user ...


    ...


    end


    <\Target Action>
     
    #8
  9. julien

    julien Villager Member

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    ok i will try


    And thank you
     
    #9
  10. julien

    julien Villager Member

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    This work really good thanks to you all
    <Target Action>

    if user.attackMotion() !== 'missile'

    move user: target, front base, 20

    wait for movement

    jump user: 20, 20

    motion swing: user

    perform action

    action animation: target

    wait for animation

    action effect: target

    death break

    perform finish

    else

    jump user: 20, 20

    motion shoot: user

    perform action

    action animation: target

    wait for animation

    action effect: target

    death break

    perform finish

    end

    </Target Action>
     
    #10
  11. julien

    julien Villager Member

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    May i ask if it is possible do add somewere inside this sequence another type of attack , i was hoping to see my character with ambidexterity attacking with both weapon ?
     
    #11

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