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Tio Akima

sprite / weapon animation info

Question

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
};

 

 

 

 

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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

 

 

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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 😐

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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 by Promeister

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