mainly shitloads of drawing.
also the combat happens pretty damn fast.
really, the best you'd be able to do is a 'there's fighting going on' animation
That's what I was thinking, I was going to have poses for certain events. And I was going to see if it was possible to have certain events overwrite others. Like wrestling would overwrite stabbing poses.
Perhaps I am misleading you when I say animation. I wouldn't create overly complex sprite animations, but simple poses. If I was going to animate all of this, I would hope my number is in the hundreds, not the thousands. My first plan was creating blank templates that outline the shapes for everything, so its easier to color and work with. Then I was going to simply fill in the blanks with any details I'd need based on certain information. So I could have limbless character images, choking pose, general wrestling pose, striking pose, things like that. The amount of work that comes in would be the need to animate every single type of clothing. BUT, I could always create a general animation sheet to be used as placeholders correct?
Is it possible, to have a combat pose set. And then every time combat ends, you reset to a default character image? Within your Stonesense program? And, are all your images for characters pre-rendered? Or does it generate the character image? When the program renders a frame with information it gets from Dwarf Fortress, it just uses whatever images are set for whatever parameters you tell it to use? Because I see when I stealth, my character image vanishes. So you could tell your program to actually use a stealth image too right? Also does Stonesense support animation? I see the grass sways back and forth. I was wandering if I decided to create some kind of walking would it be supported, or is that something you'd need to code in to make Stonesense support?
I'm just wondering about all of this, so if I wanted to show certain details on certain characters, I'd know just how many images to draw.