Vlue 269 Posted August 9, 2012 (edited) Animation Frame Rate v1.1By V.M. of D.T. IntroductionEdit the default frame rate as well as set frame rates for individual animations.Why? Because a animation frame every four frames isn't smooth enough for me! Also allows specified animations to play below their targets as opposed to over them.How to UsePlug and play and customize as needed.Put #number in animation names to set their frame rate if not using default I.E. #1 or #8 For playing under target, put @ in the name.ScriptConvenient Pastebin thingy..... here!FAQNaddaCredit and Thanks- By V.M. of D.T.- Free to use in any project with credit givenAuthor's NotesThis is optional. (Yes, yes it is) Edited April 23, 2013 by Vlue Share this post Link to post Share on other sites
Vlue 269 Posted April 23, 2013 Updated to allow specifying animations to play underneath their targets instead of over them. Share this post Link to post Share on other sites
Coolie 147 Posted April 23, 2013 Since this script deals with animations... would be a great idea to add tags to animation names to allow them to flip horizontally and change their X coordinate for side-view battle systems, so we don't have to create two animations (one for party member use, one for enemy use). Hard to explain, do you get what I'm leaning toward? Share this post Link to post Share on other sites
Vlue 269 Posted April 23, 2013 So essentially, to mirror the animation based on whether it's targeting an enemy or an actor? Share this post Link to post Share on other sites
Coolie 147 Posted April 24, 2013 And also to move it to its opposite X coordinate, for fullscreen animations. =) Share this post Link to post Share on other sites
Vlue 269 Posted April 25, 2013 Ah, there already is a built in method to mirror animations, but it was only used for second weapon attacks, it also oppositifys the x coordinate, so woot, it's like no work at all. In fact it's done, provided I understand properly. Instead of tagging an animation to be mirrored when attacking an enemy however, they are all mirrored when targetting an enemy unless either tagged in the name with NM or with FLIP_ANIMATIONS set to false, which is the default. Share this post Link to post Share on other sites