ok so one script I remember requesting once is Multiple damage display and later found out I wasn't the only one, there were like 3 posts that explained it differently or had different ideas for the system, until eventually it kind of didn't make any sense no more so I came up with the ULTIMATE idea of how to make it work and easy to configure.
First of all ill explain what this is, PLEASE IF YOU CAN, go to a project where you didn't touch the animations (new project if needed) and check out animation 030: Ice 1 and notice how it basically attacks out character twice! Where when we use it as out Target's animation for a skill, it only displays one damage! When really it should show damage on frame #003 and frame #006. Even after explaining it this way I KNOW some probably don't understand yet, so another example:
Try figuring out what I did in that picture, at frame #001 when the animation started, there is no damage displayed, I'd do so because nothing really touches our character now does it?
The first damage showed up when it got attacked at frame #003 and then our character suffers more damage on frame #006.
This way skills would be better made and the choices of skill creation will increase.
What's my idea of making it work and making it extremely easy to configure?
The script is that every animation that has a special "Flash timing" will be effected by the scripit,
Let's say the special flash timing is "Screen: 0-red, 0-green, 0-blue, 0-strength, 1 duration"
So every frame you'd put THAT certain "flash timing" there will be dmg displayed! If that certain "Fla... let's just call it "FT"; if that certain FT is not used in an animation, the script wont effect that certain animation, the script will only effect the FT "Screen: 0-red, 0-green, 0-blue, 0-strength, 1 duration".
Lets say i used the FT 5 times in an animation, 5 dmg's will be displayed!
If you need more explanation just let me know I'll try my best