It's funny you mention this because I literally have a butt-load of different ways to put in stats, modifiers, states, auto-abilities, etc. that I haven't decided yet and have just pushed that off to the side until battles are fully script-able. it's just arrays right now. It's a tricky thing to get right. I'll even just go ahead and say that rpgmaker fails at this IMO.
Anyway. Today was get off your lazy ass and "finalize the dang tile specification already" day. So that's done. That might be a whole other post though.
Also refined map spritesets. This means full on map entities will be done in a jiff. [1]
"Rock on hero dude, rock on."
Those specs are easy:
-Animations are packed fixed point and have up to 0.0625-th of a frame speed (This equals roughly 1 millisecond accuracy). This is because anything higher is not perceptible to the human brain. If you are a fly then you can complain.
-Any map object spriteset can have any number of animations. They are not separated into 'directions', and they cannot be referenced by strings (I think strings are stupid for that because they are not type safe and just waste space, eg; spriteset.state = WalkingUpEnum is better than spriteset.state = "waklingup "<--oops, typo.). I don't like to be constrained to having direction arrays of animation arrays as well, so it's just wham bam single array easy with the small catch that you have to make sure every sprite is set up correctly to how it is handled logically. ...uhh, and that's it really.
So for example an octorock like in ZC would just have an animation for each dir[4], and that's it. ...although(!), each animation can be x or y flipped individually so it could just be 2 animations. ...err, actually(!) spritesets can be rotated too so /technically/ they can just be one animation... uhh... whatever is easiest to set up for you I guess. Whatever. It's late and I'm tired. x_x
[1] : Jiff. A unit of measurement. No idea what the heck it is though.