Victor engine battle motion if statement skill help

Miseryfactory77

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Hi everyone Im using VE battle motions https://victorenginescripts.wordpress.com/2016/06/04/animated-battle-battle-motions/

I stopped using yanflys plugins a while ago and am getting use to victors and have made several skills and battle motions after learning the change in language between the two scripters. However I have a quick question for example I have a skill I made with the following notetags. I am trying to make it so that two different skill outcomes are present in one notetage. The skill performs one set of motions completing the skill but I want an IF.statement to make it so that if the user has that state on then they perform the other motion.

Does victor battle motions allow this? Am I doing something wrong? Can somebody help me with this if statement please would be very grateful.


<action sequence: movement>

move: user, to target, 5, 100, 0

wait: user, 25

</action sequence>



if (user.isStateAffected(12)){



<action sequence: execute>

motion: user, attack

wait: user, 1

effect: all targets,

animation: all targets, 1

wait: user, 22

effect: all targets,

animation: all targets, 1

wait: user, movement

motion: user, Missile

wait: user, 1

effect: all targets,

animation: all targets, 2

wait: user, 3

effect: all targets,

animation: all targets, 2

effect: all targets,

wait: user, 5

effect: all targets,

animation: all targets, 2

wait: user, 7

effect: all targets,

animation: all targets, 2

wait: user, movement

Motion: user, thrust

animation: all targets, 4

effect: all targets,

wait: user movement

death break

perform finish

</action sequence>







} else {

<action sequence: execute>

motion: user, missile

wait: user, 1

effect: all targets,

animation: all targets, 1

wait: user, 3

effect: all targets,

animation: all targets, 1

wait: user, 5

effect: all targets,

animation: all targets, 1

wait: user, 7

effect: all targets,

animation: all targets, 1

effect: all targets,

wait: user, movement

death break

perform finish

</action sequence>

}
 

Miseryfactory77

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nobody ever responds lol I found a work around using victors follow up skills to achieve the same result until this post is answered.
 

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