Animated Battlers by Minkoff 7.1
Maybe it's been done, maybe it's simpler than I think, but I have a need to delay spells by a # of turns based on the spell it is. I also have a need for a skill effect that can interrupt said delayed skills, but if that's not possible leave it out. The member working on the profession system said he'll work around it if the second ability couldn't be done.
Basically (using RTP skills), you have Fire and Greater Fire. Fire casts in one turn while Greater Fire takes 2. If you cast Greater Fire, the battler uses its "Casting" animation in place and a message box pops up saying "Gathering Energy" or "Charging Greater Fire" (preferably the latter) and the battler does nothing. On turn 2, that battler can't accept a command and automatically casts the move, either stepping foward, going to the middle, staying put etc as set in the Minkoff Config.
I'll like to be able to set the turns by something like
or similar hash. If I need to add #s to the skill name or description instead, it's fine unless it shows up in game.
As for the Interrupter, I'll probably have to ask Trickster about this since I'm using his Support Abilities and Passive Effects. Basically there's a skill that interrupts and cancels a target's charge if used while he's actually charging. If he isn't, then the move fails and it's a wasted turn. There's also a passive effect needed to prevent interruptions. Only Heroes would have this and like the Interrupter and will be worked-around if impossible. Basically this either makes you immune to interruption (from enemies) or raises resistance by a %.
Thanks in advance if you've read this message.
Maybe it's been done, maybe it's simpler than I think, but I have a need to delay spells by a # of turns based on the spell it is. I also have a need for a skill effect that can interrupt said delayed skills, but if that's not possible leave it out. The member working on the profession system said he'll work around it if the second ability couldn't be done.
Basically (using RTP skills), you have Fire and Greater Fire. Fire casts in one turn while Greater Fire takes 2. If you cast Greater Fire, the battler uses its "Casting" animation in place and a message box pops up saying "Gathering Energy" or "Charging Greater Fire" (preferably the latter) and the battler does nothing. On turn 2, that battler can't accept a command and automatically casts the move, either stepping foward, going to the middle, staying put etc as set in the Minkoff Config.
I'll like to be able to set the turns by something like
Code:
@skill_delays = {skill_id => turns, 2 => 2}
As for the Interrupter, I'll probably have to ask Trickster about this since I'm using his Support Abilities and Passive Effects. Basically there's a skill that interrupts and cancels a target's charge if used while he's actually charging. If he isn't, then the move fails and it's a wasted turn. There's also a passive effect needed to prevent interruptions. Only Heroes would have this and like the Interrupter and will be worked-around if impossible. Basically this either makes you immune to interruption (from enemies) or raises resistance by a %.
Thanks in advance if you've read this message.