Better Custom Sprites
Better Custom Sprites
An enhanced version of Animated Custom Sprites (by DK), featuring automatic animation switching based on character state awareness.
Note: You must uninstall the original ACS to prevent conflicts.
Differences from Original ACS
While the original ACS only supported combat and idle states, this mod expands these capabilities by allowing characters to automatically switch animations based on various game states, and introduces a prefix system and greeting animations.
New States
Beyond the original combat and idle states, the mod automatically selects animations based on the current character state:
combat – In combat (Original feature)
greet – Greeting: Plays once when the NPC spots the player, then returns to idle.
wet – Wet / Was in water.
drunk – Intoxicated.
confused – Confused.
blind – Blind.
idle – Standing by (Default, no prefix required).
Priority (High to Low): combat > greet > wet > drunk > confused > blind > idle.
Status effects only apply outside of combat; the combat animation always takes priority during battle.
Naming Format
_acs_{prefix}.{state}#{frame_interval_ms}_{start_frame}-{end_frame}
Prefix (Optional): Any skin name (manually set) / snow / married
State: combat / greet / wet / drunk / confused / blind / idle (omit idle)
Example
pcr_zhenbu.png: Base animation.
pcr_zhenbu_acs_combat#41_0-27.png: Base combat animation.
pcr_zhenbu_acs_greet#41_0-38.png: Animation when greeting the player.
pcr_zhenbu_acs_yongzhuang#41_0-31.png: Swimsuit skin animation. (Change skin via tg.SetPortraitOverride("UN_pcr_zhenbu_yongzhuang") and tg.mapStr.Set("acs_override", "yongzhuang"))
pcr_zhenbu_acs_yongzhuang.combat#41_0-27.png: Swimsuit combat animation.
pcr_zhenbu_acs_yongzhuang.greet#41_0-38.png: Swimsuit greeting animation.
Lookup Order
The system searches for the first available animation in this order:
_acs_{prefix}.{state} – Most specific.
_acs_{prefix} – Prefix-specific general animation.
_acs_{state} – State-specific animation without prefix.
About ‘greet’ Animations
Triggered automatically when an NPC initiates a conversation bubble (FOV).
Plays once and reverts to idle.