I think P2P_MagicAttack does not support zoom or td_gfx for shaking. I can zoom during defining, but the lack of shacking is really bad
I'll add damage effects and death effects everywhere, but only after BE takes a shape. Right now I am thinking that Jake's approach to looping could have been a better bet than my own.
I want to get BE and SimpleMagicalAttack to a point where we're happy with it and it does more or less everything that we want, afterwards I'll expand it's code to all attacks.
So basically, I guarantee that it will work before the next release.
Btw I just tried
I don't know why, but the second animation does not work. Pause time is correct.
I have 0 experience with these image --> atl stuff. But from what I understand you cannot do that as you tried. It should be structured in a manner of:
- Displayable 1
- Set of ATL instructions
- Pause
- Displayable 2
- Set of ATL instructions (Previous instruction may still apply btw, I am not sure)
- Pause
- ...
OR ATL parallel and blocks should still apply if you want several images at the same time or complex animation.
so basically, the simplest version:
image ion:
"electricity_4" # OR FilmStrip(*args, **kwrags) if you never defined the image and do not want to.
# atl instructions if applicable:
rotate 90
# pause for animation time:
2.0
"electricity_4_1" # <== Next displayable after the pause
zoom 2.0 # <== Moar ATL instructions
2.0 # You can also write: pause 2.0, same thing. NOTE: This is NOT renpy.pause. It just delays execution of atl instruction or rendering the next displayable! (so it will never pause the game like pause you define when creating a spell does)