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@Asur hmm, i've never encountered that issue in my current playthrough (or i probably just havent noticed) but i will include that change in the next small update. thank you for the report, helps a ton :)
It may be due to the parameter anim stop frame 1, its value 32 is less than the value 33 of anim blocked frame 1. I do not create animations, but it seems to me that this value should be greater than that of anim block frame 1.
I set it to frame 37, and the animation in 99% of cases began to work correctly, registering damage and conducting the 2nd part of the animation.
I can send you a video if needed.
ex. an "outnumbered" tag so combatants that meet this criteria are more likely to use winding/spinning attacks to keep enemies at bay as well as prioritise footwork and positioning to keep from being surrounded
Unfortunately, many (if not all, idk) combat animation mods do not take this into account, focusing specifically on the spectacularity of animation. So I prefer to leave it as default. Although for blades separately, for example, I wouldn’t mind slightly reducing the swing.