BATTLE ANIMATIONS AS BATTLECHARSETS
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well, the damage animation needs a certain amount of frames for it not to completely flash by when hit. make it ~10 frames or so, it could work the magic. Atleast that's what worked for me when I used rm2k3
There is a bug in the RPG Maker (2k3), however, I sincerely doubt that it's your problem. The bug only occurs if you run a battle event command at the end of the players turn. If you run a command AFTER the player is "hit", then it would take precedence over the animation. If this is your problem: it can be fixed by using conditions to show the animation. Hope that helps; let me know if you need any more info.
Hey, no problem-- glad I could be of service. Yeah, if you run any events at the end of a turn it won't run the "Battle Animation" damage, unfortunately. Good idea though, that works since you can use pick and choose which one animation comes from which set. I suppose the damage one doesn't need that many frames anyway, but I use large Heroes so I'm forced to use the old "condition" add/remove trick. It's strange however, since the animation does display correctly with that setup if you use the "Battle Charset".
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