It had been a long time since I had published it that I didn't remember very well what was happening with the plugins so I had to force it hahaha, basically when I change the class of the character the graphics change, but when he performs a pose like blinking or running the graphic restarts and the appearance of the character returns to the original, attached what happens (I tried to post images but it won't let me)
Sorry for the delay... I've been having little time to code and check on my messages =(
Ok... that is the behavior I expected. Reviewing my plugin's code, I think there may be a way to work around this without adding new code. It requires you to execute a few commands each time the class is changed, and you need to configure the alternate character sheets as new poses.
Let's say you have a sheet for the walking animation for Reid as a Knight (the default class), and another for Reid as a Mage. Setup a pose for each class (let's call them ReidKnight and ReidMage). Do the same for running and idle poses (ReidKnightDash, ReidKnightIdle, ReidMageDash, and ReidMageIdle).
Then, every time the character changes into the mage class call the plugin commands (or use script calls) to change the character default pose:
SetDefaultPose 1 ReidMage SetDashPose 1 ReidMageDash SetIdlePose 1 ReidMageIdle
The same when turning back into a knight:
SetDefaultPose 1 ReidKnight SetDashPose 1 ReidKinghtDash SetIdlePose 1 ReidKnightIdle
If you use the blinking feature, just have sheets for ReidKnight_blink and ReidMage_blink, for example, and be sure to set the blink pose with the %{char} tag (like %{char}_blink), so that the plugin will look for an image file according to the character file name.
I have not tested this though... I'll try to do it as soon as I'm able to, but if you manage to test it before please let me know the results!
Sorry I wasn't able to respond sooner =/
Anyway... in case anyone else stumble into this thread looking for the same thing, I did run some tests and it should work fine. You just need to add another command right after those I described to actually start using the new default pose. So the complete set of commands would be like this:
SetDefaultPose 1 ReidKnight SetDashPose 1 ReidKnightDash SetIdlePose 1 ReidKnightIdle SetPose 1 ReidKnight
Hello again! I'm sorry for an extremely late reply but I'm not sure if changing the sprite sheet would be viable solution anymore if you were still willing to look into it? I'm actually using SAN_ActorGraphicsReactor and I finally got a better understanding of how it works now. If you are still willing to look into it, I took the liberty of running every comment to a translator to save time and can share it will you! Thank you again!
Hello!
I can't promise anything, unfortunately. I've been having a crazy time at my dayjob and have been unable to keep up with my plugin coding. I'll keep it in my notes to take a look at this plugin you mentioned whenever I can, but I really can't tell when that will happen, and if I'll be able to provide compatibility with it =/