As far as I can tell, certain attacks or skills that require the selection of a target, are prevented from being executed during the majority of any cast animations. I'm trying to see if there is a way I can ignore this, or, at the very least, get a way to utilize whatever Increase Agility is using to play its animation during the cast time, rather than at the end of it. But I cannot make heads or tails of what would be required to do either.
I'm not terribly experienced, but I have done a fileseek of src to try to find an entry that would indicate such behavior, but nothing really jumps out at me as making any particular sense in this regard. Any help would be much appreciated, as I would like to loosen up the otherwise-very-frame-tight requirements for chaining certain target skills together pre-animation. Especially since the punishment for failure is having to wait for the entire animation to finish playing before a new target spell can be initiated. I would prefer to let the amotion delay control that, rather than the animation itself (although I don't want to remove the animations entirely or anything. I just want to release their deathgrip on player controls somewhat).
As far as I can tell, certain attacks or skills that require the selection of a target, are prevented from being executed during the majority of any cast animations. I'm trying to see if there is a way I can ignore this, or, at the very least, get a way to utilize whatever Increase Agility is using to play its animation during the cast time, rather than at the end of it. But I cannot make heads or tails of what would be required to do either.
I'm not terribly experienced, but I have done a fileseek of src to try to find an entry that would indicate such behavior, but nothing really jumps out at me as making any particular sense in this regard. Any help would be much appreciated, as I would like to loosen up the otherwise-very-frame-tight requirements for chaining certain target skills together pre-animation. Especially since the punishment for failure is having to wait for the entire animation to finish playing before a new target spell can be initiated. I would prefer to let the amotion delay control that, rather than the animation itself (although I don't want to remove the animations entirely or anything. I just want to release their deathgrip on player controls somewhat).
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