A way to make poison/state overwrite Side View actor's animations?

For my project, I was wanting a state similar to something like Mario RPG’s “Mushroom” or “Scarecrow” Statuses, where all player sprites are overwritten by the status effect. I’m already heavily using ‘change actor graphic’ stuff, so I was wondering if there was a simple way or change to the SideView actor script to give the poison affected animation FULL priority over all other animations, so the actor is always transformed, and not just swapping back and forth when doing other actions?

Thanks!

The way I do it is to have the skill call a common event that checks if the actor has the status or not, then changes their image (or reverts it).

Welcome GunGod64!

@SC_Nikki’s method is good. The state’s SV Motion only plays while the actor is idle, and any action takes it over, so stock MV has no way to give it priority without editing Sprite_Actor.

So when you draw the transformed SV battler, put the same pose in all 18 motion slots. Then the Change Actor Images swap from her common event holds no matter which motion the engine picks, and the actor stays transformed through attacking and getting hit instead of flipping back.

2 Likes