Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

feature: support custom attack animations via 'attack_ability' item property #577

Open
wants to merge 1 commit into
base: master
Choose a base branch
from

Conversation

antoniaelsen
Copy link

Implements #530

@jjppof
Copy link
Owner

jjppof commented Mar 29, 2024

Hello! Thanks for taking some time to start taking a look at this!
First of all, I think my description in the bug is a bit misleading (perhaps wrong), sorry for this. So will clarify.

The idea here is that depending on the weapon a char is using, the char will perform a different animation when attacking. So basically, when defining which battle animation to pick in set_action_animation_settings method, the engine should check if there's a custom_battle_animation_key (name suggestion for the prop). If yes, then pick this as the final battle_animation_key.

I think you make this new setting to have precedence over caster animation variation (you'll see it inside set_action_animation_settings).

I hope it's clear now.

Many thanks!

@jjppof jjppof self-requested a review March 29, 2024 16:41
@jjppof
Copy link
Owner

jjppof commented Mar 29, 2024

Oh, one more thing, there's no need to set the new prop with empty value in the json file. In the future, I intend to keep this file as clean as possible.

Thanks

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

2 participants