"Ranged Attack" animation problem (Action Sequence incl.)

AsuranFish

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I'm having some difficulty with getting my ranged attack animation to consistently display properly.

What should be happening: I would like the animation (arrow effect) to start at the user's bow, and travel towards the enemy.

What is happening: Oddly enough, it seems to be working exactly as intended on Dragonbones enemies. But on normal and sideview enemies, the animation starts from the wrong place.

In the video below, you can see that when the character attacks both Hellhound type enemies, it appears she is shooting them from her bow. But when she attacks the old guy and the bat, it appears the arrow is coming from behind her, and above her head.



Here's a copy of the Action Sequence

Code:
<setup action> 
immortal: targets, true
jump user: 60%, 30
MOVE user: target, front center, 30, auto offset x -350, auto offset y +60
wait for movement
</setup action>

<Target Action>
wait: 15
se: Bow4

Eval: user.battler().setMaxFrame(0)
motion missile: user
wait: 60
Eval: user.battler().removeMaxFrame()
wait: 1
se: Bow5

motion wait: user
animation 185: target, mirror
wait for animation
action effect: target
shake screen: 3, 9, 14
wait: 20
</Target Action>


<Finish Action>
clear battle log
jump user: 90%, 35
MOVE user: home, 35
face user: forward
wait for movement
immortal: target, false
</Finish Action>

(The Eval/MaxFrame stuff is just related to the user holding the bow animation in place a bit longer, to give the effect of her aiming her shot.)

Haven't had much luck with adjusting "auto offset y". The position of the animation is set to "center" in the DB.

Is there something I can do to get this to work properly for all enemies? Much appreciated!
 

AsuranFish

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After playing with this for quite some time - I've determined that there's no setting I can input that will make this work for both Dragon Bones and standard enemies.

However, I think I have an idea that may work - but I'm not sure exactly what I need to put in to meet the condition...

Code:
<Custom Replace Attack> 
if (user.level > 50) {
id = 50;
} else {
id = 20;
}
</Custom Replace Attack>

Using Yanfly's Weapon unleash, that script would replace attack with Skill#50 if the user is above level 50. If not, the attack will default to Skill#20.

Can the "if user.level >50" be changed to something like "if target.id = 200 thru 300"?

This would allow me to have multiple copies of the same skill, just with slightly different action sequences.
 

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