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I don't really see a point in add an option to call an event in the configurator if you have the exact same option already in RMXP.
Oops I just noticed that. Sorry and thanks for pointing it out. But what would i have to do if i wanted weapons to do that?
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Works as intended. When you defend, the actor is auto-animated in place (it even says that in the manual). If you want to disable that, just use a spriteset with all frames looking the same.
Yea i thought the guard movement was intentional and so it would make sense to have him not move in place. It would be a good feature, imo, if that was left in place as i have made a blocking-walk sprite. Maybe as an add on...?
QuoteDid you configure the animation frames properly?
Yes the walking and attack work normally if the animation and penalty end at the same time. If a penalty remains the walking charset cycles quickly. Just realized I could add a standing frame to the end of all the attack sprites...
QuoteThat's actually how it was supposed to work. >.< I'll have to fix that and add an option to allow moving. If you read the last few pages, somebody already noticed this bug.
Is this the same for charging? the charge sprite is allowed to move and animates even while standing. Either I have a static frame and have the character levitate or have walking action and he walks in place when he's not moving...