
Sounds complicated, but while the script remains as it is, that’s the way to do it. The workaround for that would be to make the actor forget the ability with the script call “soldier” to “swordsman” to “soldier2” and make him learn a skill, with the same name, with the script call “soldier2” to “swordsman” to “soldier”, creating a loop of learned and forgotten skills. The only problem is that this makes impossible for the player to re-use the transformation skill in that battle, since it’s going to fail to switch back to “soldier2” on the second time. So, if I want my soldier to have the swordsman graphic and then switch back after some turns or after he runs out of MP, I can make a copy of the soldier spriteset and give it another name, like soldier2, and then use the script call to change the graphics to soldier2 when the transformation is over. Hey Galv, just to let you know: while you don’t change the script, I’ve found a workaround: the problem is that the command can’t put the inicial graphic back, but it can always put another. Sorry for making such a long post, but I was overjoyed to finally see my monsters moving in-game after using my script, so it’d be awesome if you help me get this straightened out before I make more animations specfically for the scripts format. The only way I DO get it to work is if I do the “anim: row, anim: speed, anim: frames” tags, which then only work for one pose (as in it says in it’s idle animation instead of changing to the attack one when attacking).Īm I missing something or is this script only made for spritesheets that have the same amount of frames for each pose? I had the tag in the notebox, and although the default frames/speed config was different, shouldn’t the row config at the bottom of the script that I configured make each row run at different speeds for the amount of frames specified? for reference, heres the config I made for it and the spritesheet: (the animation keeps scrolling to the right through the frames) However, I think I might be misunderstanding your script because although I made a sprite according to the script’s specifications (14 rows), and used the row configuration near the end of the script to signify some rows had more or less frames than others, the animation comes out like this: The Character then goes into the "flee" animation while moving back into party position.Hello Galv, I really appreciate this script since it’s so much simpler than most others Ive found, since all I want to do is make animted battlers in the regular battle system, not sideview. The character then plays the attack animation as normal. Character goes into "item" animation (as it is one that I am not utilizing otherwise) as the characters moves towards target. What I would like to do is use one of the animations that I am not generally utilizing for my project and during the 'move to' portion of the attack, the attacker goes into that animation.įor example: Character is selected to attack. Whenever I attack (or am attacked), the attacker basically slides over rapidly to the target, attacks, and rapidly slides back.

I am using Yanfly's battle engine and animated SV enemies. I was curious if someone might be able to help me out with something that is probably quite simple.
