ATOA Chanting Battle Animations
#6
I apologize. However, the animation sequences are based upon the same systems that Vic/Atoa used in the rest of his systems. And with that, the edits he made to the animation system as a whole.

It is possible that you may need a shorter battle animation sequence, one that allows the entire sequence to finish its animation before it is called to re-loop. Have you attempted to use these animations in other Atoa defined animation sequences?

The only other thing I can think of is that the animation, as it is tied to the skill/item/whatever's ID.... it may also be tied to the battle animation delay settings for the actual 'hit effect'. The value of "TIMEBEFOREANIM/**" in the default system delays the battle animation effect by ** frames after the hit is performed. and "TIMEAFTERANIM/**" causes a delay after the animation is performed.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Messages In This Thread
ATOA Chanting Battle Animations - by DerVVulfman - 01-04-2016, 01:04 AM
RE: ATOA Chanting Battle Animations - by Noctis - 10-16-2016, 05:40 PM
RE: ATOA Chanting Battle Animations - by Noctis - 10-18-2016, 05:06 PM
RE: ATOA Chanting Battle Animations - by Noctis - 11-05-2016, 02:34 AM
RE: ATOA Chanting Battle Animations - by DerVVulfman - 11-05-2016, 03:58 AM
RE: ATOA Chanting Battle Animations - by Noctis - 11-05-2016, 05:54 AM
RE: ATOA Chanting Battle Animations - by Noctis - 01-06-2017, 05:38 PM
RE: ATOA Chanting Battle Animations - by Noctis - 01-12-2017, 01:46 PM

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