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Parallel Battle Animations

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I'm not much of a scripter but I have a lot of ideas for them, it makes me feel like a moocher but none the less, here is my request.

What I think would be cool is a sort of parallel battle animation. And what I mean by that is an animation that stays up while the battle continues. The reason I got this idea is because I had been playing Dragon Age and was like, would you look at that, he's frozen. So I thought It would be snazzy if I could have an animation such as freezing stay on the enemy target for as long as its state lasts. Again, I'm no scripter but I think logical thinking can outline how I think it could be done: Let's say the skill begins a state. In the script it tells you to change the note of the skill to "script.Parallel" that makes it so the skill has the effect. But, now in the script there is one of those " 12=> 23" thingies where you list stuff. But here, the 12 would be the skill's number in the database and the 23 would be when the frame would hold. When the state ends, the pause does as well. I don't know if that makes any sense, but that's all there is to it from my range of knowledge.

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I literally have no idea what the fuck you're talking about.

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Language, language.

It sounds like he wants to pause an animation when a skill plays at a specified frame and resume it once the state it inflicts ends.

It's certainly possible, though it's slightly more nuanced than you suggest; Integrating it into the battle system in an intelligent way would take some time. I'm afraid that I probably won't help you here, but another scripter might have the time.
« Last Edit: January 06, 2011, 03:25:12 AM by modern algebra »

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Just knowing it's possible is enough.

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Well, possible should be qualified. By default, only one animation can be played on a sprite at any given time. Since you would want animations to play on the battler even while the state is applied (such as a regular attack), the scripter would need to find a way to play more than one animation on the bad guy's graphic at once. In effect, this means it is not as quick a task as you would like. Ultimately, there are a couple ways to do it, some less work than others (like making a new Sprite_Base object). It's certainly not insurmountable, but you also need a scripter who has some experience if you want it done right.

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Seems like quite the challenge especially since I had to read your replies multiple times. My friend is pretty good with scripting, I'm not completely certain he could pull it off, but I'm not going to give up on this that easily. Thanks for the info bro.