NathanKell
...
Finally.
Looking up the possibility of slowing a character's run speed for Alan, I was thankfully forced to `re-examine` void SetDefaultFight(ref character) in CharCharacters.c
It lists all the fight animations of a character.
Now the awesome thing, as I just tested, is that a character will choose (for a specific action) only from the animations assigned. What this means is that finally we can have control over which attack animation our character (or an NPC!) uses.
Want to try this out?
Open your console.c file and add the following text at the bottom (above the LogIt() line). Then run a game, draw your sword, and hit F12. You will now only execute attack anim 1. Press F12 again, and you'll do #2. There are eight, and pressing F12 a ninth time will loop back to 1.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> BeginChangeCharacterActions(GetMainCharacter());
SetDefaultNormWalk(GetMainCharacter());
SetDefaultFight(GetMainCharacter());
DeleteAttribute(GetMainCharacter(),"actions.attack");
if(!CheckAttribute(pchar,"cur_attack")) pchar.cur_attack = 0;
if(sti(pchar.cur_attack) >= 8) pchar.cur_attack = 0;
pchar.cur_attack = sti(pchar.cur_attack) + 1;
string tmpattr = "a" + sti(pchar.cur_attack);
pchar.actions.attack.(tmpattr) = "attack_" + sti(pchar.cur_attack);
EndChangeCharacterActions(GetMainCharacter());<!--c2--></div><!--ec2-->
Where to go from here?
Should different blade types do better with different attacks?
Looking up the possibility of slowing a character's run speed for Alan, I was thankfully forced to `re-examine` void SetDefaultFight(ref character) in CharCharacters.c
It lists all the fight animations of a character.
Now the awesome thing, as I just tested, is that a character will choose (for a specific action) only from the animations assigned. What this means is that finally we can have control over which attack animation our character (or an NPC!) uses.
Want to try this out?
Open your console.c file and add the following text at the bottom (above the LogIt() line). Then run a game, draw your sword, and hit F12. You will now only execute attack anim 1. Press F12 again, and you'll do #2. There are eight, and pressing F12 a ninth time will loop back to 1.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> BeginChangeCharacterActions(GetMainCharacter());
SetDefaultNormWalk(GetMainCharacter());
SetDefaultFight(GetMainCharacter());
DeleteAttribute(GetMainCharacter(),"actions.attack");
if(!CheckAttribute(pchar,"cur_attack")) pchar.cur_attack = 0;
if(sti(pchar.cur_attack) >= 8) pchar.cur_attack = 0;
pchar.cur_attack = sti(pchar.cur_attack) + 1;
string tmpattr = "a" + sti(pchar.cur_attack);
pchar.actions.attack.(tmpattr) = "attack_" + sti(pchar.cur_attack);
EndChangeCharacterActions(GetMainCharacter());<!--c2--></div><!--ec2-->
Where to go from here?
Should different blade types do better with different attacks?