Hello all, I wanted to confirm this before reporting it as a bug (if it is one).
The following steps I've done:
MZ version is 1.4.0
Core Engine: 1.50
Battle Engine: 1.50
Set up a brand new and clean project.
Set up the battle screen to: Side-View
I wanted to add animated enemies by using the sprite sheets so I went ahead and added the following note tag.
Enemy note tag
<Sideview Battler: Actor1_1>
This changes the enemy sprite to use the sprite sheet however, I did notice something interesting.
If the enemy has a magic skill that has a 'Hit Type' of 'Magical Attack' the enemies will go into a casting animation frame even before the battle has started or before the enemy has made a choice to attack.
If the 'Hit Type' is set to 'Physical Attack' the casting animation no longer exists but will instead use the attack animation.
(Unfortunately, this doesn't solve the problem as I'll be using Magic Evasion as part of the battle mechanics and Magic Evasion only works with Hit Type of Magical Attack)
I don't know if this was intended but I was hoping for the enemy to be in an idle animation at all times when the battle starts.
But applying a magic skill to any enemy with 'Magical Attack' as the 'Hit Type' will randomly cause them to go into a pre-casting mode animation frame.
I've tried the following note tag but it does nothing to set the enemy to idle/walk animation.
<Sideview Idle Motion: walk>
If anyone else is having this problem, or know a way to fix this any help would be greatly appreciated.