No problem, working on it now. Should be done soon ^_^
Thanks for the powerup, Fantasist, and thank you for respecting my attempts, Ryex! ^_^
Cid, do you want it to be configurable? IE Do you want certain attacks to work like they normally did?
EDIT: Also, I assume you want it for certain enemies? I'll make it configurable based on enemy ID (their ATTACKS, skills ALWAYS play instant if you configure them to do so. IE if Cid uses "fart" and Seox uses "fart" and "fart" is set to play both animations simultaneously, then both will play simultaneously, for both of us. However, if we attack, and you are configured to play both at once and I am not, then that's how it'll work for attacking. ^_^)
Which would you prefer the default to be, simultaneous or not? That way there's less config.
EDIT AGAIN:
Tell me if this isn't what you wanted.
module Seox
# DON'T TOUCH THIS!
INSTANT_ANIMATION_WEAPONS = []
INSTANT_ANIMATION_ENEMIES = []
INSTANT_ANIMATION_SKILLS = []
# DON'T TOUCH ANYTHING ABOVE THIS!
#--------------------------------------------------------------------------
# * BEGIN CONFIGURATION
#--------------------------------------------------------------------------
# Pretty easy. Firstly, know that the names are very misleading. Anything that
# you put in here will NOT animate instantly. Anything else will, automatically.
# Actor attacks are decided by the weapon, enemy attacks are based on the enemy.
# Skills are the same for both.
# Put the ID of weapons which DO NOT HAVE INSTANT ANIMATIONS inside of the
# brackets, like this: INSTANT_ANIMATION_WEAPONS = [1, 15, 67], seperating
# multiple entries with commas.
INSTANT_ANIMATION_WEAPONS = []
# Put the ID of enemies which DO NOT HAVE INSTANT ANIMATIONS inside of the
# brackets, like this: INSTANT_ANIMATION_enemies = [1, 15, 67], seperating
# multiple entries with commas.
INSTANT_ANIMATION_ENEMIES = []
# Put the ID of skills which DO NOT HAVE INSTANT ANIMATIONS inside of the
# brackets, like this: INSTANT_ANIMATION_SKILLS = [1, 15, 67], seperating
# multiple entries with commas.
INSTANT_ANIMATION_SKILLS = []
#--------------------------------------------------------------------------
# * END CONFIGURATION
#--------------------------------------------------------------------------
end
class Scene_Battle
#--------------------------------------------------------------------------
# * Frame Update (main phase step 3 : animation for action performer)
#--------------------------------------------------------------------------
def update_phase4_step3
# Animation for action performer (if ID is 0, then white flash)
if @active_battler.current_action.kind == 0
if @active_battler.is_a?(Game_Actor)
if !Seox::INSTANT_ANIMATION_WEAPONS.include?(@active_battler.weapon_id)
@skip = true
end
else
if !Seox::INSTANT_ANIMATION_ENEMIES.include?(@active_battler.id)
@skip = true
end
end
elsif @active_battler.current_action.kind == 1
if (!Seox::INSTANT_ANIMATION_SKILLS.include?(@active_battler.current_action.skill_id))
@skip = true
end
end
if !@skip
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
else
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
end
# Shift to step 4
@phase4_step = 4
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 4 : animation for target)
#--------------------------------------------------------------------------
def update_phase4_step4
# Animation for target
if !@skip
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
end
# Animation has at least 8 frames, regardless of its length
@wait_count = 8
# Shift to step 5
@phase4_step = 5
end
end
Put it in above main, and below any script that messes with the battle system. Optimally, put it JUST ABOVE MAIN.