Glaciesflamma
Member
Hey there all,
I was just wondering if anyone had a good understanding of how the battle animations are stored and processed in RMXP, or possibly had an idea how the class of module might be set up in the RGSS.
The reason I ask is that I'm considering the idea of trying to craft certain battle animations on the fly. The reason for this being that many of my battle animations have a bit of a precursor of sorts that might vary, even thought the following animation might be the same. So I was just curious if it would be worth the extra bit of scripting in order to avoid the otherwise massive amounts of animations I would need to prerender.
If anyone has any idea of how the Battle Animations work exactly, or can point me in the right direction, I would greatly appreciate it.
EDIT: I should probably also note I'm working with -essentially- the basic battle system here. No SDK. No side-view. No major modifications.
I was just wondering if anyone had a good understanding of how the battle animations are stored and processed in RMXP, or possibly had an idea how the class of module might be set up in the RGSS.
The reason I ask is that I'm considering the idea of trying to craft certain battle animations on the fly. The reason for this being that many of my battle animations have a bit of a precursor of sorts that might vary, even thought the following animation might be the same. So I was just curious if it would be worth the extra bit of scripting in order to avoid the otherwise massive amounts of animations I would need to prerender.
If anyone has any idea of how the Battle Animations work exactly, or can point me in the right direction, I would greatly appreciate it.
EDIT: I should probably also note I'm working with -essentially- the basic battle system here. No SDK. No side-view. No major modifications.