Is this an unfound bug? Not sure if this is counted in the bugs listed under animations, as they are a little veg... (well to me at least)
While testing my game, I finally got around to making the player running and attack animation, and was testing it out to make sure the run looked alright and to get the wep aligned with my slightly taller player sprites..
However...
Tapping the key to defend...
It's saying I'm lacking the sprite for the def stance? But that's not even enabled in the script, only attack and running is set to true.
Further poking and I find it also errors when I use an item and skill, cause I lack that sprite as well. I don't plan to use such, my animations alone work fine for them, that's why there set to
false.
Suggestion: Repel enemies from an event.
I know you got the no enemy can walk here tag, but what about a event that they could walk on at first, but would be drawn away from?
For example, I try and 'hide' my enemy respawn points behind objects or make it look like there coming from a tunnel, just so it's not like BAM there they are! But what I don't want is for them to linger around that spot, and sadly at times they have a bad habit of doing just that, or walking back into it. My one cave I have respawn points set in little tunnels to make it seem like the enemies are coming out from them, but they still at times will just sit there for a moment, one, two, could be there, or walking back in and it just.. looks silly. However if you could set the event so it also repels them so they run in a direction that is clear (so they don't pin against a wall), it would make them move away from that tile and not want to get to close to it again.