An aesthetic element I plan to implement into Reignited are idle battle animations. These would be only for bosses who are major plot relevant characters, and thus not every single boss will have them. More specifically, these are animations that will play during battle quotes/dialogue, so you’ll see them in action while you watch the boss say their lines. To be completely honest, I figured this out entirely by accident and have started to use it ever since. I’m honestly surprised more hacks don’t implement something like this, at least from the hacks I’ve seen.
Here are some sneak peaks at what I’ve been making so far:
More idle animations are planned to be added for Ursula, Sonia, Limstella, etc.
If people desire it, I can make a tutorial explaining how I accomplished this for those who wish to implement this mechanic in their own hacks of course.
If you’re referring to animation modes 9 and 11, keep in mind they’re known to freeze under some circumstances. It’s the sort of thing you should be careful of adding for just some classes, it’s safer to have it either for all or none of them. An example of crashing: Discord
After some more testing, what you need to trigger the freeze:
Unit A:
-Does not have an entry animation
-Attacks the enemy and hits
-Has code 13 in their attack animation
-Does not have code 01 before code 06 in their attack animation
Unit B:
-Has an entry animation
-Survives the hit and counterattacks
-Triggers a magic animation that ends before their own HP finishes depleting
So in other words, ranged axes don’t like it when they don’t have an entry animation but their enemy does
My best conclusion is that being in the entry animation somehow cancels out the enemy’s code 13, prematurely initiating an attack while the enemy’s hand-axe is still flying
The main factor supporting this conclusion is that a unit that dodges, and thus leaves the entry animation, will not freeze when they counterattack
Ways to prevent this:
Not having any entry animations
If you must have entry animations, favor using the transformation patch rather than modes 09 and 11
If you must use modes 09 and 11, make it so all classes have entry animations
If you can’t make all classes have entry animations, ensure that all classes use code 01 before code 06, in other words fix all ranged axe battle animations
If you are the maker of entry animations, put code 01 at their end just to be safe, this way it’ll never freeze while the side-effect is just a quick frame repeat (preferably there’d be a way to avoid it, but I’m not aware of one)
If you are the maker of a ranged axe battle animation, put code 01 before code 06
It would be nice to make animation for the ones that are good guys if interacted speech from good guys replying back to the back guys. Hope you understand what I’m trying to say. :3 overall, this is simply amazing idea you’re making. Great job looking forward!