Tio Akima
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Hi guys
I'm looking for information about the relationship between the weapon subtype (that the player has equipped) and the attack animation of the sprite.
We all know the SPRITE of a class has 3 types of attack:
attack animation 1
attack animation 2 (no weapon)
attack animation 3 (weapon)
depending on the weapon (weapon subtype) the player has equipped, the sprite shows an attack.
A murderer for example, if he is using a Katar, the animation will be the attack2, if he is using a knife, then the animation will be the attack1 ...
Maybe this is coded on the client side ... But, maybe there is a way to manipulate this from the source, through the subtype of the weapon
Does anyone have information about this?
hahahaha it would be nice to be able to choose
weapon subtype :
I'm looking for information about the relationship between the weapon subtype (that the player has equipped) and the attack animation of the sprite.
We all know the SPRITE of a class has 3 types of attack:
attack animation 1
attack animation 2 (no weapon)
attack animation 3 (weapon)
depending on the weapon (weapon subtype) the player has equipped, the sprite shows an attack.
A murderer for example, if he is using a Katar, the animation will be the attack2, if he is using a knife, then the animation will be the attack1 ...
Maybe this is coded on the client side ... But, maybe there is a way to manipulate this from the source, through the subtype of the weapon
Does anyone have information about this?
hahahaha it would be nice to be able to choose
weapon subtype :
Code:
enum weapon_type {
W_FIST, ///< Bare hands
W_DAGGER, //1
W_1HSWORD, //2
W_2HSWORD, //3
W_1HSPEAR, //4
W_2HSPEAR, //5
W_1HAXE, //6
W_2HAXE, //7
W_MACE, //8
W_2HMACE, //9 (unused)
W_STAFF, //10
W_BOW, //11
W_KNUCKLE, //12
W_MUSICAL, //13
W_WHIP, //14
W_BOOK, //15
W_KATAR, //16
W_REVOLVER, //17
W_RIFLE, //18
W_GATLING, //19
W_SHOTGUN, //20
W_GRENADE, //21
W_HUUMA, //22
W_2HSTAFF, //23
#ifndef MAX_SINGLE_WEAPON_TYPE
MAX_SINGLE_WEAPON_TYPE,
#endif
// dual-wield constants
W_DOUBLE_DD, ///< 2 daggers
W_DOUBLE_SS, ///< 2 swords
W_DOUBLE_AA, ///< 2 axes
W_DOUBLE_DS, ///< dagger + sword
W_DOUBLE_DA, ///< dagger + axe
W_DOUBLE_SA, ///< sword + axe
#ifndef MAX_WEAPON_TYPE
MAX_WEAPON_TYPE,
#endif
};