Hi people, my problem is with the basic attack sequence I have. When the character has a pair of daggers, for example, their basic attack hits twice. When I use the MOTION ATTACK: user, the character Sprite hits normally on the first swing , but then turns around and swings behind him for his second attack. I've remedied this a bit with the face user forward function, but the Sprite still turns around for just a second before facing forward again. Does anyone know of a better fix for this?
(resolved) MV character keeps turning on dual attacks in YEP action sequences.
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Hi people, my problem is with the basic attack sequence I have. When the character has a pair of daggers, for example, their basic attack hits twice. When I use the MOTION ATTACK: user, the character Sprite hits normally on the first swing , but then turns around and swings behind him for his second attack. I've remedied this a bit with the face user forward function, but the Sprite still turns around for just a second before facing forward again. Does anyone know of a better fix for this?
Post the entire action sequence and a picture of your skill page here. -
The problem is that the target is flinching when the first strike happens, and your dual wield action sequence is telling the actor to move user: target, front, or something similar.
When you use that command, the plugin does a check to see which direction the user should be facing before moving, as far as I can tell, it bases this on the bounding box of both the target and the user. What happens, is a check is made to see if the rightmost edge of the target is within the leftmost edge of the attacker. Because the flinch only moves a few pixels, it shows the right edge as being inside the attacker's sprite, which is the cutoff for it deciding that to move back to front, the battler is moving to the right, even though it isn't, and faces him right.
If the target didn't move slightly, a move would be unnecessary, so your battler would stand still. -
The problem is that the target is flinching when the first strike happens, and your dual wield action sequence is telling the actor to move user: target, front, or something similar.
When you use that command, the plugin does a check to see which direction the user should be facing before moving, as far as I can tell, it bases this on the bounding box of both the target and the user. What happens, is a check is made to see if the rightmost edge of the target is within the leftmost edge of the attacker. Because the flinch only moves a few pixels, it shows the right edge as being inside the attacker's sprite, which is the cutoff for it deciding that to move back to front, the battler is moving to the right, even though it isn't, and faces him right.
If the target didn't move slightly, a move would be unnecessary, so your battler would stand still.
Thanks!! I'll try messing around with how much the enemies flinch when hit to see if I can fix it that way.