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Option to make hero battle menus wait for any current attack animation to finish before opening #805

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ohrrpgce-bugbot opened this issue Jan 5, 2010 · 3 comments

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@ohrrpgce-bugbot ohrrpgce-bugbot commented Jan 5, 2010

[bz#805]

Spun off from bug bz⁠#729

James wrote:

Are you expecting animations to pause also when a menu is up?

Dan wrote:

No. If an enemy attack happens before the menu comes up, I would expect to
wait until that attack finishes before the menu comes up.

Msw wrote:

So it sounds like what he is asking for is an option to have animations pause
both battle meters and/or player control until they are finished. I'm pretty
certain Chrono Trigger did something like this, but Final Fantasy III(VI) did
not.

As such, I think it is fair to call this a feature request.

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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@ohrrpgce-bugbot ohrrpgce-bugbot commented Jan 5, 2010

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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@ohrrpgce-bugbot ohrrpgce-bugbot commented Jan 5, 2010

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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@ohrrpgce-bugbot ohrrpgce-bugbot commented Sep 23, 2010

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.

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