Aerisetta
Active member
Hi, I'm looking for an example of this type of animation implementation
I have a sword sheathing animation that I want to play every time the player attacks (does a sword swing) and returns to idle. (see video below)
Currently I am using this code. The problem is that I would like all attacks in the combo string 1 2 3 4 5 to lead into the sheath animation whenever the player stops the combo. However my current code forces the player into sheathing animation instead of return to idle animation. Is the an example of how to implement this?
Also, I would like to make the sheathing animation cancellable by anyhing, so if the player decides to attack, jump, walk etc, during sheathing, it will just immediately cancel, any suggestion how to do this?
The ATTACK
The SHEATHING
I have a sword sheathing animation that I want to play every time the player attacks (does a sword swing) and returns to idle. (see video below)
Currently I am using this code. The problem is that I would like all attacks in the combo string 1 2 3 4 5 to lead into the sheath animation whenever the player stops the combo. However my current code forces the player into sheathing animation instead of return to idle animation. Is the an example of how to implement this?
Also, I would like to make the sheathing animation cancellable by anyhing, so if the player decides to attack, jump, walk etc, during sheathing, it will just immediately cancel, any suggestion how to do this?
The ATTACK
Code:
anim attack1
@script
if(frame==5){
void self = getlocalvar("self");
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW10"));
}
@end_script
cancel 0 999 0 A2 freespecial45 #
fastattack 1
jugglecost 1
delay 3
offset 800 650
bbox 749 300 100 350
jumpframe 1 0 1
sound data/sounds/punch_.wav
hitfx data/sounds/katana1.wav
offset 800 650
bbox 749 300 100 350
attack1 0 0 0 0 0 0 0 0 0 0
frame data/chars/Yukari/attack101.png
sound data/sounds/A_Attack1.wav
attack1 770 400 350 200 1 0 0 0 10 50
forcedirection -1
frame data/chars/Yukari/attack102.png
attack 0
forcedirection -1
frame data/chars/Yukari/attack101.png
attack 0
frame data/chars/Yukari/attack101.png
delay 3
frame data/chars/Yukari/attack101.png
frame data/chars/Yukari/attack101.png
The SHEATHING
Code:
anim follow10
delay 8
offset 800 650
bbox 749 300 100 350
jumpframe 0 0 0
@cmd spawner "trail" 0 0 0
frame data/chars/Yukari/Sheath101.png
frame data/chars/Yukari/Sheath102.png
frame data/chars/Yukari/Sheath103.png
frame data/chars/Yukari/Sheath104.png
frame data/chars/Yukari/Sheath105.png
frame data/chars/Yukari/Sheath106.png
delay 20
sound data/sounds/sheath.wav
frame data/chars/Yukari/Sheath107.png
frame data/chars/Yukari/Sheath108.png
frame data/chars/Yukari/Sheath109.png
delay 30
frame data/chars/Yukari/Sheath110.png