Hey guy's I have been struggling to figure out how to make a sequence that hit's multiple targets. I want my swordsman to run up to individual targets and do damage to each of them. For instance I'd like him to run up to target 1 slash them do damage and then move to target 2 and do the same. For some reason though he won't move to another target even when i define the target. for instance move user: target 2, back base, 5 My character doesn't move when I input this in he moves to target 1 on the first slice and stays there for the second. I have also tried using enemy and opponent tags none work.
Here's my whirlwind skill, it attacks 4 times. If taunt is activated, the character will attack that target 4 times, otherwise it will attack the selected target + 3 randoms. Note that the character goes semi-opaque when the skill is in use and goes back to full opacity when the sequence is over.
Code:
<Cooldown: 5>
<Custom Target Eval>
if (target.isStateAffected(32)) {
targets.push(target);
targets.push(target);
targets.push(target);
targets.push(target);
} else {
targets.push(target);
var members = foes.aliveMembers();
targets.push(members[Math.floor(Math.random() * members.length)]);
targets.push(members[Math.floor(Math.random() * members.length)]);
targets.push(members[Math.floor(Math.random() * members.length)]);
}
</Custom Target Eval>
<setup action>
clear battle log
display action
immortal: targets, true
cast animation
wait for animation
</setup action>
<whole action>
face user: target
motion item: user
animation 164: user
wait for animation
opacity user: 50%, 30
wait: 30
</whole action>
<target action>
move user: target, front, 20
wait for movement
face user: target
motion attack: user
action effect
animation 177: target
if target.result().missed || target.result().evaded
move target: forward, 15
animation 129: user
else
animation 130: target
end
wait: 10
</target action>
<follow action>
opacity user: 100%, 30
</follow action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
</finish action>