-----1200 Ability-specific Use Item Animations [M]
Allows the use of different custom animation sequences for different abilities of the same item
This is reflected by the support of extra rows in ITEMANIM.2DA
ITEMANIM.2DA
Description
This file lists the character animation sequence to be played when an item ability is used. This only applies to items that are used in UseItem() and UseItemPoint() actions, of equivalent thereof (i.e. used as quick item).
[ROWNAME]: Item ResRef
SEQUENCE: The animation sequence to play for the first ability of the specified item (from seq.ids). If there are no other columns, this is the animation sequence to play for all abilities.
<subsequent columns>: The animation sequence to play for the (n+1)th ability of the specified item (from seq.ids), where n is the name of the column.
Example
WAND05.ITM has two abilities
2DA V1.0-1 SEQUENCE 1
WAND05 -1 12
Using the first ability plays no animation sequence (-1). Using the second ability plays animation sequence 12 (SEQ_ATTACK_BACKSLASH).
Options:
-0: disabled
-1: enabled
Edited by Ascension64, 11 March 2011 - 05:52 PM.