- Joined
- Nov 1, 2015
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So I was making animations for various items, attacks, map effects, and so on, when I noticed a pattern...
A lot of my animations were effectively the same thing with different graphics and/or sounds.
For example, I have a few different types of potions, all of different colors, bottle shapes, whatever, and when they're used in battle, I have animations of a colorful splash, some glowing spheres to illustrate the item's influence, and the empty bottle chucked away, and like I said, the only differences in the animations were the graphics and sounds.
This gave me an idea for what I'm calling "Resource Swapping"...
Basically, the idea is to reduce redundancy and declutter the database by pointing the system to alternative resources when playing an animation.
In effect, it should play the animation as normal, but instead of using, say, the Recovery2 graphic at hue 80, and the Heal3 sound, it should be pointed to the new parameters: Recovery1 graphic at hue 200, with the Up1 sound.
If at all possible, I'd like it to work not only in battle, but in event calls as well, for map effects and the like.
Extra points if an entire animation can be mirrored, but not necessary.
I imagine in the case of Skills, Items, and Weapons, note tags would be used.
For events, it would probably require a script call or plugin command before the animation command, or in place of the command itself.
I hope I've explained it well enough, but if not please feel free to ask questions.
Hopefully I'm not the only one to want a plugin like this. lol
A lot of my animations were effectively the same thing with different graphics and/or sounds.
For example, I have a few different types of potions, all of different colors, bottle shapes, whatever, and when they're used in battle, I have animations of a colorful splash, some glowing spheres to illustrate the item's influence, and the empty bottle chucked away, and like I said, the only differences in the animations were the graphics and sounds.
This gave me an idea for what I'm calling "Resource Swapping"...
Basically, the idea is to reduce redundancy and declutter the database by pointing the system to alternative resources when playing an animation.
In effect, it should play the animation as normal, but instead of using, say, the Recovery2 graphic at hue 80, and the Heal3 sound, it should be pointed to the new parameters: Recovery1 graphic at hue 200, with the Up1 sound.
If at all possible, I'd like it to work not only in battle, but in event calls as well, for map effects and the like.
Extra points if an entire animation can be mirrored, but not necessary.
I imagine in the case of Skills, Items, and Weapons, note tags would be used.
For events, it would probably require a script call or plugin command before the animation command, or in place of the command itself.
I hope I've explained it well enough, but if not please feel free to ask questions.
Hopefully I'm not the only one to want a plugin like this. lol


