I am not sure if this is possible, but some kind of visual representation is needed for two states in my game that the regular state animation cannot do.
The first state is a "downed" state. Under certain conditions, a character may be knocked down to the ground by an attack that does so. Some skills cannot be used unless the enemy is "down" and others have new effects if used on a "downed" target.
The second state is an "airborne" state. This state functions the same as downed, only the enemy or actor is launched into the air if they meet certain circumstances and are hit with an attack that does so. When airborne, skills may have new effects, and some skills can only be used if the target is "airborne".
When the target comes out of airborne, they hit the ground, take damage, and automatically go into a "downed" state.
My issue here is not creating the effects of the states. That was easy. But the YEM visuals for states only play an animation over the character. I need to visually change the stance of the actor or enemy. I was wondering if anyone had any ideas on where to start on accomplishing that. The trick is that the new stances need to cancel out the "critical" and "damage" stances while they are in effect.
I do have one option I haven't tried, but I doubt it would work. I could create an individual set of states for every actor and battler, and play an animation of them in their up or down states with the "hide target" box checked. The reason why that probably wouldn't work (other than that it would be a pain in the ass), is that I doubt the window that plays sounds, hides targets, and flashes screens works with YEM Animated Battlers. But I'll try.
In the meantime, I thought I'd ask around here. Thanks for the help. I do understand that I should really be attempting to recruit for the more technical work that I don't have as much experience doing. It's just that I wanted to have a concrete representation of what I want before I start recruiting. When I've got a team together, they (and myself) can decide if they want to do things a different way, and to incorporate their ideas into the project.
UPDATE: Yeah, setting the animation to "hide target" didn't work. Didn't think it would, but I tried.