<setup action>
display action
immortal: targets, true
</setup action>
<target action>
if user.attackMotion() !== 'missile'
move user: target, FRONT BASE, 20
face user: target
wait for movement
motion attack: user
action animation
wait for animation
action effect
else
perform start
wait for movement
motion attack: user
attack animation: target
wait for animation
action effect
end
</target action>
这样无论敌我攻击都是根据武器攻击类型不同来决定是跳过去砍还是原地砍。
其中这段move user: target, FRONT BASE, 20 决定了你跳过去之后和敌人的位置以及距离。FRONT BASE是默认敌人战斗图面朝你时候的右下角,20是距离,可以改成你想要的位置和距离。