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Re: Weapons of the "X" [message #59557 is a reply to message #59554] |
Sat, 02 October 2010 13:55 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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asmcint wrote on Sat, 02 October 2010 15:44 | I know that, but not all polearms are meant for thrusting motions, though they do help out. My point was that using whisper's staff animations however feminine, a polearm of the right type would do well.
| I don't think you understand quite how many varieties of polearms exist. Not all of them have a big blade or axe running down its length. My point is that thrusts would be the only proper way to go, unless there was a way to set up a different damage type and rating as well as a separate hit detection line for the blunt portion of the weapon (which there isn't).
With only one line of hit detection, with only one damage rating, with only one damage type, you can either have a nerf'd blade or a really strong blunt shaft, and neither of those options are any good. So, thrust moves bypass that because only the business end of the weapon does damage. And, because the Hero actually has thrust animations, he doesn't have to dance like a woman when he wants to kill something.
The problem then is figuring out how, if possible, to create a new weapon class that only uses these thrust animations. Silver once said it could be done, still trying to figure that one out though.
Also, moved posts regarding this to a new thread. I'd like to discuss this some more, but not at the expense of somebody's WIP thread.
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Re: Weapons of the "X" [message #59565 is a reply to message #59557] |
Sun, 03 October 2010 09:31 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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Stranger wrote on Sat, 02 October 2010 15:55 |
asmcint wrote on Sat, 02 October 2010 15:44 | I know that, but not all polearms are meant for thrusting motions, though they do help out. My point was that using whisper's staff animations however feminine, a polearm of the right type would do well.
| I don't think you understand quite how many varieties of polearms exist. Not all of them have a big blade or axe running down its length. My point is that thrusts would be the only proper way to go, unless there was a way to set up a different damage type and rating as well as a separate hit detection line for the blunt portion of the weapon (which there isn't).
With only one line of hit detection, with only one damage rating, with only one damage type, you can either have a nerf'd blade or a really strong blunt shaft, and neither of those options are any good. So, thrust moves bypass that because only the business end of the weapon does damage. And, because the Hero actually has thrust animations, he doesn't have to dance like a woman when he wants to kill something.
The problem then is figuring out how, if possible, to create a new weapon class that only uses these thrust animations. Silver once said it could be done, still trying to figure that one out though.
Also, moved posts regarding this to a new thread. I'd like to discuss this some more, but not at the expense of somebody's WIP thread.
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It's possible by editing the cappearancedef. Crazy lot of work though. Each move references an animation so it should be easy enough to identify the moves you want. The problem comes when you want to specify how and when to play the moves. I never did figure out what all the unknowns did within the attacks.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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