SV Battlers not moving to enemy when attacking..

Discussion in 'RPG Maker MV' started by anonamix, Apr 18, 2017.

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  1. anonamix

    anonamix Veteran Veteran

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    I am using a lot of Yanfly battle plugins and still can't find out how to make my character move to the enemy when attacking. At the end of Yanfly's animated battler tutorial it shows the character moving all the way to the enemy (not just stepping up a little.)

    Am I missing something on how to achieve this? Thanks!
     
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  2. Haydeos

    Haydeos The Dragon Veteran

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  3. anonamix

    anonamix Veteran Veteran

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    Perfect! Thanks!
     
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  4. Solwern

    Solwern Dead person. Veteran

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    You can copy-paste this action sequence into the attack skill when you install action sequence:

    <target action>

    MOVE user: target, FRONT BASE, 30

    wait for movement

    FACE user: target

    MOTION attack: user

    ATTACK ANIMATION: target

    WAIT FOR ANIMATION

    ACTION effect: target

    DEATH BREAK

    PERFORM FINISH

    </target action>

    Good luck!
     
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  5. anonamix

    anonamix Veteran Veteran

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    Thanks! That worked like a charm. Although.. is there a way to update it so ranged weapon attacks only move the default amount? Thanks again!
     
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  6. Solwern

    Solwern Dead person. Veteran

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    Actually, there is a check for that but I can't remember where it was in the thread. A cheap work around would be replacing the default attack skill via script.
     
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  7. ozaya

    ozaya Veteran Veteran

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    <setup action>

    display action

    immortal: targets, true

    </setup action>

    <target action>

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

    move user: targets, front, 20

    else

    perform start

    end

    zoom: 125%, 30

    camera screen: target, front center, 30

    camera focus: target, front center, 30

    wait for movement

    motion attack: user

    wait: 10

    attack animation: target

    wait for animation

    action effect

    </target action>

    There you go! The "if user.attackMotion() !== 'missle'" checks if the User wields a Weapon that has the motion 'missle' attached to it (A Bow would have the motion 'missle' for example!) if it is 'missle', the Code / Plugin will ignore / skip everything else except the camera zoom!
    You can check the motions in the > Systems Tab in the Database!
     
    Last edited: Apr 27, 2017
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  8. anonamix

    anonamix Veteran Veteran

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    My character is still running towards the enemy while holding the ranged weapon. He does the correct action, but still runs..

    Could this be due to my custom weapon animations? I still use weapon note tag for missile action. Any ideas would be much appreciated.

    Thanks!
     
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  9. sephmon

    sephmon Villager Member

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    <setup action>

    display action

    immortal: targets, true

    </setup action>

    <target action>

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

    move user: targets, front, 20

    else

    perform start

    end

    zoom: 125%, 30

    camera screen: target, front center, 30

    camera focus: target, front center, 30

    wait for movement

    motion attack: user

    wait: 10

    attack animation: target

    wait for animation

    action effect

    </target action>

    For the 'missle" command, it was misspelled so just change it to 'missile' when you paste it.
     
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  10. Ostalius

    Ostalius Warper Member

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    Thanks that worked like a charm but now its with the SV enemy that i have a problem. they have bow type of weapon equip but still run in my characters...
     
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  11. Kes

    Kes Global Moderators Global Mod

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    Ostalius, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.


    Your query is also not the same as the OP. Please post a new thread setting out with as much detail as you can what your problem is. You can link back to this thread if that makes it easier.

    Closing this

     
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