With Action sequences, I can make the animation played when striking a target with a weapon to appear on the user instead, allowing me to use animations for weapons instead of working with the default function.
I just need to find out how to apply something similar for enemies...
It makes sense that you try to focus on the squishy mages at the back of the party first, right? If the mage can out-DPS the enemy DPS before the latter can kill the tank in front, the fight becomes boring.
If you can make one heap of all your winnings
And risk it on one turn of pitch-and-toss,
And lose, and start again at your beginnings
And never breathe a word about your loss,
Yours is the Earth and everything that's in it,
And—which is more—you'll be a Man, my son!
Doing clean-up on tall-ified sprites, filling in pixel by pixel where the stretching warped the image, feels incredibly tedious but also highly rewarding when one zooms out and the sprite looks even better than before.