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@ghost ghost commented Mar 15, 2021

This PR fixes the death animation loop by playing death animations only once (RPG_RT does this as well) and normal enemy attacks do not longer wait for the battle animation (you will see the animation and the damage number at the same time like in RPG_RT). This affects RPG Maker 2003 battles.

Fixes: #1681
Fixes: #2335

@Ghabry Ghabry added Battle Has PR Dependencies This PR depends on another PR labels Mar 15, 2021
@Ghabry Ghabry added this to the 0.6.3 milestone Mar 15, 2021
@ghost ghost mentioned this pull request Mar 15, 2021
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@Ghabry Ghabry added Awaiting Rebase Pull requests with conflicting files due to former merge and removed Has PR Dependencies This PR depends on another PR labels Mar 21, 2021
@ghost ghost marked this pull request as ready for review March 22, 2021 04:55
@fdelapena fdelapena removed the Awaiting Rebase Pull requests with conflicting files due to former merge label Mar 22, 2021
}
}

if (action->IsSuccess() && target->GetType() == Game_Battler::Type_Ally && target->IsDead()) {
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@mateofio mateofio Mar 25, 2021

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A better condition is !was_dead && target->GetType() == Game_Battler::Type_Ally && target->IsDead(). Then you're guaranteed to change the state only when the actor is killed by the action but not when they happen to already be dead and some battle action was successful.

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Fixed.

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The code looks fine and I trust rueter that they did lots of testing to ensure this works as expected.

I'm far less knowledgeable in how the battle system should behave.

So when fmatthews concern is addressed can be merged.

rueter37 added 2 commits March 25, 2021 17:31
Dead characters play the death animation only once now.
If an enemy starts a normal attack, do not wait for the battle
animation.
@mateofio mateofio merged commit 276fc87 into EasyRPG:master Mar 25, 2021
@ghost ghost deleted the issues-1681-2335 branch March 25, 2021 17:42
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2k3 Battle: Player waits for animations, RPG_RT doesn't 2k3 Death animations loop in EasyRPG

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