Locked Attacks?

I was wondering if this is possible in bor I want some attacks to be unavailable at the start of the game and unlocked as the game progresses. I have a few ideas on how to try to do this but they seem a bit tedious for something like this so if its been done before please give me a reference. I would also like to know if the same can be done for mp for instance starting out with 50 but by games end having 200 mp?
 
Yes it's possible naturally by script.
You can use a combination of performattack(), playerkeys() for example when your are in idle/walk/jump/run anim.
Active your key press check when a globalvar give you a true flag for example.
Its easy. use them in script event!
 
Alternate solution is to set all to-be-locked attacks as usual then lock them with script. When say certain global variables are set (which means certain attacks are unlocked), the script will unlock the attack or I should say allow player to perform it
 
I'm not sure which method you'll be using for showing game progress in your mod. But I'll give example on how to lock a move based on current max MP:
@script
    if (frame==0){
      void self = getlocalvar("self");
      void MP = getentityproperty(self,"maxmp");   

      if (MP < 100){
        changeentityproperty(self, "animation", openborconstant("ANI_CANT"));
      }
    }
@end_script

if you declare this script on an attack animation, the script will check player's current max MP. If it's lower than 100, player will be forced to play CANT animation

This script can be modified if you want to use global variable or other aspect
 
ANI_CANT is a funny thing: it doesn't works how it should be (it simple doesn't trigger, if I remember well) but you can trigger it by script. For example, that code is exactly what the engine should do. Using script for that is like counting a horse legs and divide by 4 to sum how much legs it has :)

I hope DC fix this in the new engine, because its very useful.
 
I tried once before, but whoever added CANT didn't pay much attention to how the mp and animation system works. It's one of things that looks simple from your end but is a big undertaking internally.

DC
 
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