If I was to put "motion swing: user" into an action sequence, the battler would go through a three frame motion to swing their sword
Basically what I'm looking for is a way to control sideview battler motions beyond simply cycling through the standard three frames.
Example:
For one action sequence, I would like to have the following happen:
1: The user draws their bow (motion missile: user, frame 1)
2: The user readies their attack (motion missile: user, frame 2)
3: The user stays in frame 2 for "x" number of frames, rather than immediately progressing to frame 3.
4: The user fires their attack, completing the motion (motion missile: user, frame 3)
The delay in step 3 would allow for some pretty neat stuff to occur, such as an animation on the weapon, sound effects of the bowstring being pulled back, animations on the target illustrating that the user is carefully lining up their attack (think crosshairs, etc).
There's plenty of other possibilities, such as cleave abilities, defensive stances, poses, and so on.
Ideally, this would work as an extension to Yanfly's action sequence system, and would allow users to:
1: start a motion from a specific frame
2: hold a motion on a specific image for X frames
3: ensure the weapon remains visible during the "hold", if the motion is either "thrust", "swing", or "missile"
The image below illustrates an example of a pose I would like to be able to hold a character in for several frames.
If anyone is able to accomplish this - I'd greatly appreciate it! :)