http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=836

--- Comment #3 from [email protected]  ---
See also:

http://www.slimesalad.com/forum/viewtopic.php?t=3648

For me, the main issue is that chained attacks happen way too fast to see the
various affects of each part of the attack.  There are going to be instances
where the animation should be short or non-existant, but the damage and the
caption are what is important to the player.  If these kinds of attacks have to
happen in a chain UNINTERRUPTED BY OTHER ATTACKS, then how can we do this
besides having the caption itself be the determining factor?

I guess it comes down to the issue that out of all the ways of imparting info
about an attack to the player, the caption is the most versatile.  We can't go
about color-coding numbers for every single stat that is being damaged, and
attack animations are also not particularly helpful.  It is the caption that is
needed (along with the damage display).  But right now, both of these things
are overridden by the next attack that occurs, and the only thing that controls
the length of time an attack pauses battle is its animation, which in my
opinion is the least important thing about the attack.

If we could control the number of ticks that each frame of an animation lasted
on-screen that would be nice, and a separate (and fancier) way of doing this,
but it seems kind of roundabout considering that we already have the ability to
control the number of ticks the caption appears.  It's just that this ability
is useless if the caption is not the thing pausing the battle.

I guess another option would be to give each attack a "post-animation pause"
where the author can decide how many ticks the battle pauses at the end of this
attack.  There could be a global default, and then each attack can have its
own.  Here the only issue is that new authors must get a feeling for how long
the various animations already pause the battle.

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