I noticed that the 0.5.2 client as well as the old 0.0.29.1 client had essentially an approximately 1500ms cap on d-seq and would continue playing the sequence until the time was up. Note that it 'hangs' on the first frame defined with delay=0 or with no delay attribute; or, if all frames have a delay>0 it loops to the first frame. In a later version of the client I noticed that mobs seemed to stick around a whole lot longer. I was told that the d-seq cap was now explicitly set to 3000ms. IMHO it should be kept to 1500ms or set to 2000ms at most; otherwise the corpses stick around too long
I also pointed out that the hard cap limits content devs to keeping d-seq under 1500ms (3000ms for newer clients).
My suggestion to improve the d-seq while still maintaining old behaviour was:
- Add a new attribute to action nodes like length="".
- If the tag is not defined or ="0" then set it to the old defaults like 1500ms for death sequences. I don't know if attack, stand and walk have any hard caps but might as well give the content dev a chance to set a limit and let them figure out the consequences.
- Leave all the old frame/sequence behaviour.