Talk:Side Stories/@comment-7058918-20130315023017/@comment-5672532-20130322051734

Awesome, glad we've got it up and backed up for future generations! Now that we've got copies of the scenario up and running...

Now, to your question, Mssr Sledge - normally you'd want to do a re-patch to achieve what you're thinking of. Specifically, you'd want to have something like *helper, where the battle cries and potential damage of the helper is stored. I can give you something to create the illusion of a helper, however - though this one won't be dealing damage...

You'll notice that enemy skills have multiple skill_anno1_1 = "", skill_anno1_2 = "", etc. After you set the basic skill_anno and skill_damage properties, you still can have more for multi-part attacks. However, no one says you have to use those for the enemy attacks... You could easily create something like -

skill_anno2_1 = "Sara swings viciously at the bronze dragon!... But the attack fails to connect."

Or

skill_anno3_1 = "Alice shot the enemy a death glare! The apple strudel girl backed off..."

Or so on and so forth. I know it's a little disappointing, but when I have a bit more time, I'll fool around with things and see if I can't figure out something more utilitarian.