Well, the battler system is functional but isn't 100% perfect. I still need to think how I am going to make special movements editable.
For example, if you have 2 weapons equipped, the first animation would be "Attack Jump Left" and the second attack animation would be "Attack Right"
I'm assuming that every actors have 4 basic attack animations. "Attack Left", "Attack Right", "Attack Jump Left" and "Attack Jump Right".
Now, there's a couple of different cases where these animations can play but in different orders.
Some Examples:
2 Weapons Equipped, play the following animations: "Attack Jump Left" - "Attack Right"
1 Weapon equipped in Right Hand, play the following animation: "Attack Jump Right"
1 Weapon equipped in Left Hand + Offering: "Attack Jump Left" - "Attack Left" - "Attack Left" - "Attack Left"
The list goes on, for the attack behavior but also for many other things.
Besides that, my next stop are the battle commands. I want at least the most important commands to work.
For now I have the following commands done:
- Fight
- Magic (including summoning)
- Item (including the equip part)
- Defense
- Change Row
In a nutshell, the basic commands. Most of the other commands will be very easy to implement. Commands like Lore, Dance, Magitek or any skill subtypes will be implemented quickly. More complex commands like Steal, Blitz, Sword Tech, Sketch, etc. will take longer since they all behave differently from each others (as opposed to Lore, Dance, etc.).
But, in order to have the Battle Commands system implemented correctly, I also need to add the "Kind" feature. Items and Skills will have Kinds (Like "Katana", "Tool", "Black Magic", etc.) With this, you can tell a battle command to filter items using Kinds. Lore command showing only Lore skills, Tools command showing only Tool items, etc.
Finally, I'll need to finish the Classes editor so you can say which battle commands are usable with which class.
I'll start with that
Take care!
-Dargor