Sideview Battler Near Death motion

Kilitar

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Hello,

First question on which exactly HP% game switch actor/enemy into Near Death motion animation?

Second one - can I control this internal MV logic in certain situations? (based on actor affected by state?).

Using yanfly passive states I apply passive penalties if actor/enemy HP% is too low - (but it is individual for monster types - some monsters do not feel pain (constructs, undeaths) so don,t even have this passive states.

Another example, if actor is affected by Dragon Anger state, he is imune to pain penalties.

My aim is to control when game apply Near Death motion and when apply standard Standby motion instead.

Thank you for suggestions.
 

Jeremiah Eastman

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I believe near death animation is either 20% or 25% of max HP. If you just want to control the near death motion you can make a blank state that only has SV Motion: Abnormal in it and apply or remove that as you need. I think that is a start on what you need anyways, hope it helps.
 

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