11-15-2009, 10:05 PM
DerVVulfman Wrote:Hm. Nice. And for implementing your snippet into the code, I will certainly look for a method of auto-detection as I did for RTAB, Trickster's systems, ParaDog and the like. :smile:
Sure. I put that global in my example because I'm actually using it already. But just tell me what form would be better and I put it in version 2.15.
DerVVulfman Wrote:As to being under/over the other battlers, the z depth is made to equal the value of the y-position of the battlers. Who is drawn over whom is dependent on where they are positioned.
mmm... it doesn't look like that... maybe there's something not working the way it should here, must investigate...
DerVVulfman Wrote:As to the being pushed back? That may be a bit difficult, though animation poses such as the white ties ripped battlers that Minkoff used in his original demo had the images themselves shifted a pixel or two a frame in the 'struck' pose.
Yes, clearly it can be done with spritesheets, but I was thinking about when you use charactersets, 1-pose spritesheets or even still sprites. Having an option like that would be a very cheap way to get a nice looking effect.
EDIT: just corrected the snippet of code up there with "battler.skill_used" in place of "@skill_used"