So i named the sheets:
Quasi Sprite
● ARCHIVED · READ-ONLY
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That's why. Your spritesheets are named as #Gray-
Therefore, all of them will use the sprite animation you've set for #Gray. Damage, which is the case, would be 32 to 35.
Try to rename #Gray-Scarlett to #Scarlett-Scarlett and see if that solves it. -
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Don't worry.
You've changed the name to #Scarlett-Scarlett, right? But have you changed your actor's SV spritesheet in your database? -
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Hahahahaha. That's fine. I do that a lot.
How did you configure the SV animations inside the editor? -
Me too :D
Here is the dead motion. Every actor have this problem. I take the healer like above.
EDIT:
I found it! It was a mistake in my database. But now the guard motion bugs a lot. The Actor loops the guard motion and don't hold the animation.
Spoiler -
Does the battle you're in allow knock outs?
Try to save the pattern as 24,24,24,24,24,24,24,24,24,24,24. Never tried to set just one frame before.
At the end of the battle, I think they return to their IDLE1 animation. -
Yes, one frame works. It was a mistake in the database. The reason why i take one frame is, that the animation always loops. But in my motion the actor always breath or fall to the ground and this in a loop looks really wierd :D
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Might also be a mistake in your database. Have you altered in any way the guard skill/state?
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I dont think so. I tried to make a new projekt and copy the skill and the guard state into my projekt, but it always looks like before. But in the new project the skill works.
I also look into yanflys battlecore but no parameter that could be changed the guard skill into this laggy 'thing' :unsure: -
Do you have the console enabled? I use it to keep track of my plugins. Quasi does that as well. See if it changes to "guard" in the console when you activate the guard skill.
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That's normal. That's supposed to mean that the animation is repeating itself, which is intended. But it is changing to idle1 afterwards.
Check if you set the guard animations as you intended.
Check if the Guard skill adds the Guard State and if the Guard State has no restriction, Normal motion, no overlay and the adds the special flag Guard -
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Is there any chance that inside your editor you've named the guard animation as Guard instead of guard? Capital letters do interfer in how the plugin interprets the animations.
Or maybe a duplicate?
Have you checked the adjust box? -
I have checked all. I have changed the rounds from 1 to 222. Now he is holding the animation, but its a loop. When i activate the skill, than he make (like before) ~2Frames and start again. He do this ~5times and than he loops the whole animation from 4 frames, but now the whole time. Better but still not perfect :D
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I have checked all. I have changed the rounds from 1 to 222. Now he is holding the animation, but its a loop. When i activate the skill, than he make (like before) ~2Frames and start again. He do this ~5times and than he loops the whole animation from 4 frames, but now the whole time. Better but still not perfect :D
What plugin did you use for the round selection during battle?
@Quasi Does this work with Yanflys action sequences or does it use it's own system? -
What plugin did you use for the round selection during battle?
I use for my game yanfly plugins of course :)
And yes it works with action sequences, you can also make your own motions and motion tags. -
I cannot for the life of me getting it working, how do I assign it to one of the player characters?