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- Nov 25, 2020
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It's kinda hard to explain this with words, but when using Yanfly's STB (Standard Turn Battle) extension plugin alongside the side view battlers, a strange animation bug occurs after actors have performed their action. You can see this for yourself by installing YEP Battle Engine Core and YEP_X_STB (They are part of Yanfly's free plugins, don't worry), and entering a battle with a party of 2 actors or more.
When a battle starts, all sideview battlers begin their standing idle animation, and after the player selects a skill or item from the command menu, the corresponding battler performs the respective motions, and then they should resume their idle animation. Normally this is the case, except for the last battler to act before the enemies. For some strange reason, the last battler doesn't assume the standing animation but remains frozen, un-animated, until their turn comes again. No other battlers are affected by this problem, it's just the last actor in your party to act, or if there's only one, that actor.
I assume the function that updates battle motions is not properly overwritten or something. I tried calling battler's requestMotionRefresh() method, among other things, but nothing is working and I'm stumped on how to proceed.
Does anyone have any insight on where or how should I look for the way battle sprites and motions are handled, or any idea how to solve this problem?
When a battle starts, all sideview battlers begin their standing idle animation, and after the player selects a skill or item from the command menu, the corresponding battler performs the respective motions, and then they should resume their idle animation. Normally this is the case, except for the last battler to act before the enemies. For some strange reason, the last battler doesn't assume the standing animation but remains frozen, un-animated, until their turn comes again. No other battlers are affected by this problem, it's just the last actor in your party to act, or if there's only one, that actor.
I assume the function that updates battle motions is not properly overwritten or something. I tried calling battler's requestMotionRefresh() method, among other things, but nothing is working and I'm stumped on how to proceed.
Does anyone have any insight on where or how should I look for the way battle sprites and motions are handled, or any idea how to solve this problem?