Option to make hero battle menus wait for any current attack animation to finish before opening #805
Comments
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Comment author: msw188 In my defense, I was thinking of animations pausing battle meters in Chrono Trigger, which they did not in FF6. So is this only an issue when an attack starts its animation on the same tick that a menu is ready to open? Because otherwise, if animations do pause battle meters, menues should already be waiting for them to open shouldn't they? |
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Comment author: @bob-the-hamster Oh, I understand what you were saying about Chrono Trigger now. As for battle meters pausing when animations are happening, yes, they already pause. So you are right, an attack should only start animating at the same time as a menu opens when the timing is just right, and the hero's ready meter happens to fill on the same tick as the animation starts It does seem like it happens more than one would expect though, doesn't it? The lost ticks between turns in bug bz#804 might account for that. I'll know for sure when I examine that code more carefully. |
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Comment author: @bob-the-hamster Fixed. You can now enable a general bitset to make hero battle menus wait until any attack animations have finished before opening. |
[bz#805]
Spun off from bug bz#729
James wrote:
Dan wrote:
Msw wrote:
Animations already pause battle meters and attack delays, but they do not prevent the player's menu from opening.
The current behavior was indeed intended to emulate Final Fantasy 4, 5, and 6's behavior. I dispute that claim about Chrono Trigger. I played it recently, and I do distinctly remember being able to use hero menus while animations were still in progress.
Anyway, I do think this is a good feature request. it should be fairly easy to do, and in combination with bug bz#804 it would bring us closer to being able to emulate a more turn-based battle system.
From: @bob-the-hamster
Severity: feature request
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