Hey all! I'm a step closer to fixing the animation timing issue!
In RTAB under the sprite module there is...
for anime in @_animation
if (Graphics.frame_count % 2 == 0)
anime[2] -= 1
$game_variables[101] = anime[2] #animation referencer
update_animation(anime)
end
end
Only i inserted the variable modifier (red text).
Then in Sprites in Animated Battlers i replaced
return if @pose != state
with
while $game_variables[101] > 0
return if @pose != state
return
end
This isn't perfect, but I think I'll be able to get it pretty close to that by tonight. Then someone who knows what they're doing can probably change my database variable usage into something more professional.
As I said, it's not perfect, but I just posted as soon as I saw what I had, so I haven't even touched the fine tuning. What it does do, however, is keep the sprite at the enemy as long as an animation is going, but a few issues arise.
For one, the rush animation get's f*ed up and stays as the standing animation. Next, it still reverts back to the standing animation early while the animation is going, even though the PC sprite is still at the enemy.
Well... I'm off!
EDIT
Another step closer! It works perfectly if user and hit animations have the same number of frames, so I just gotta figure out how to reference anime[2] in just the user animation. At the moment is sorta uses both... anywho, follow the same steps with rtab, but in animated battlers put...
if $game_variables[101] > 0
@pose = 8
elsif state != 4
@pose = 5
end
return if @pose != state
Then just make your frame amount in your pose hashes for your skills equal to 1 (as this applies to those who use 'invisible' sprites for attack animations).
DOUBLE DEDIT
I forgot to mention that this only works for rushing skills (and I haven't tested rush to center skills for that matter). I still need to figure something out for stationary skills.
Further, I don't use the basic 'Attack' command at all in my game, so it hasn't been tested with this, but it should be easily fixed if there's a problem.