- Sep 29, 2013
- Reaction score
- First Language
- Primarily Uses
Oh ok I see, well that definitely makes sense. Well I find your work really impressive, and it certainly is helping me understand the way the action sequence works more. I just need to keep my sideview battlers from bouncing around my battle screen and ill be set lol.@Nosidag the // I use is just for a reference so I know what the next few lines are supposed to accomplish. It makes debugging the sequence so much easier when you can pinpoint the area where your sequence is messing up.
As far as separating setup from target actions, the general rule of thumb I use is that setup is for pre-target movement (forward motion to indicate user, casting/skill charge up animation, character voice/text lines, etc.). Target actions are motions/animations directly related to the damage phase (movement to target, damage animations, damage popups, etc.).
Just to continue on, follow actions would be movement and secondary effects to be completed post-damage phase (returning the user to the "home" area, applying debuff effects, finishing animations, etc.) and finish actions would be where you'd do cleanup of everything (return user to their spot, wait for animations to finish, show the UI, hide skill name bar, etc.)