Code:
def update_phase4_step3
# Animation for action performer (if ID is 0, then white flash)
if @animation1_id == 0
@active_battler.white_flash = true
#@active_battler.screen_x = @active_battler.screen_x+1
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
if @active_battler.is_a?(Game_Actor)
print "attack"
@wait_count = 22
@active_battler.attack(@target_battlers[0])
end
# Shift to step 4
@phase4_step = 4
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 4 : animation for target)
#--------------------------------------------------------------------------
def update_phase4_step4
# Animation for target
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
# Animation has at least 8 frames, regardless of its length
@wait_count = 8
# Shift to step 5
@phase4_step = 5
end
OK, try to ignore the changes I've already made, they work for the most part, the only thing that's odd is the functionality of @wait...
What I notice is that @wait makes the game pause for a certain number of frames
However I have put a print "attack" near when the wait is set, and inside the wait function in scene_battle i put a print "wait"
After the wait is set, there's about 10 frames or so before it even starts to count down... where is the code that applies this delay? And what is it's exact number of frames it waits before the countdown starts?
Thanks for any considerations and sorry for wall of text.
Adma