Tio Akima 74 Posted April 1, 2020 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 : 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 }; Quote Share this post Link to post Share on other sites
0 Naruto 38 Posted April 1, 2020 no and you are still limited to the ID in the guides like you can only make BOWs that stick in the BOW hunter slot... when its within certain IDS one of my friends just uses hats for animations instead following my guide to changing equipment slot he just flipped it all aroud and now has endless amount of bows and katars while maintaining the same equipment interface 1 Quazi reacted to this Quote Share this post Link to post Share on other sites
0 Tio Akima 74 Posted April 1, 2020 8 hours ago, Naruto said: no and you are still limited to the ID in the guides like you can only make BOWs that stick in the BOW hunter slot... when its within certain IDS one of my friends just uses hats for animations instead following my guide to changing equipment slot he just flipped it all aroud and now has endless amount of bows and katars while maintaining the same equipment interface I never understand your answers hahahahaha 😐 Quote Share this post Link to post Share on other sites
0 Promeister 18 Posted April 2, 2020 (edited) 5 hours ago, Tio Akima said: I never understand your answers hahahahaha 😐 I think what he means is that he applied the weapon sprite as a headgear slot. That way it appears no matter what condition your weapon script has. Just to make sure it doesn't overlay the existing, use the W_FIST instead as subtype. Edited April 2, 2020 by Promeister Quote Share this post Link to post Share on other sites
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 :
Share this post
Link to post
Share on other sites