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Weapon attack animations


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#21 CamDawg

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Posted 22 January 2004 - 03:24 PM

Heh... what's the point of a stat drain if you never suffer the effect of lower stats? ^_^

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#22 T.G.Maestro

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Posted 22 January 2004 - 04:30 PM

Imagine the situation: from now on, every powerful katana using Kensai or Sword Angel will run in terror after seeing a lame shadow.. with unholy STR-draining claws of course! :D :blink:
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#23 CamDawg

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Posted 22 January 2004 - 04:45 PM

And now a quick followup, on-topic. Discovered that the long sword animation does not have thrusting animations, so anything using it--bastard swords, long swords, ninja-to's--will CTD. They shall remain slashing weapons.

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#24 T.G.Maestro

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Posted 23 January 2004 - 12:31 AM

Yep. I was thinking on this before, but haven't had the time to actually test it.
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#25 JPS

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Posted 25 January 2004 - 11:39 AM

Just a small note about quarter staves: I don't think the animations need to be changed at all. According to historical sources, skilled quarter staff fighters used thrusts as often as strikes:

And here is to be noted, that if he fights well, the staff man strikes but at the head, and thrusts presently under at the body. And if a blow is first made, a thrust follows, and if a thrust is first made, a blow follows, and in doing of any of them, the one breeds the other.

from Paradoxes of Defence by George Silver, 1599


This is of course only applicable if the creature you fight has a vaguely human anathomy, but that's the consequence of messing with scary things like reality.

(By the way, according to Silver, a good staff should be quite a bit longer than they are in the game, but I don't suppose anyone is ready to start editing the bams just to make me happy... ;) )
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#26 T.G.Maestro

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Posted 26 January 2004 - 11:14 AM

Just a small note about quarter staves: I don't think the animations need to be changed at all. According to historical sources, skilled quarter staff fighters used thrusts as often as strikes

Suggestion noted, thanks for the input! ;)
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#27 CamDawg

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Posted 26 January 2004 - 12:08 PM

The only changes to staves was to standardize them--some had wildly different animation balances. They still poke! It just didn't make sense that a character using a staff would have a different set of attacks than with a staff +1.

Items such as the staff-mace and staff-spear (which use different animations altogether) were not changed.

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#28 JPS

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Posted 26 January 2004 - 12:58 PM

Alright, then. I remembered someone talking about "poking with a stick" in another thread, but I guess it wasn't one of you guys. :)
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#29 T.G.Maestro

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Posted 26 January 2004 - 01:09 PM

I remembered someone talking about "poking with a stick" in another thread, but I guess it wasn't one of you guys.

Definetly not B) .
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#30 CamDawg

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Posted 26 January 2004 - 01:11 PM

It was Grim (the troublemaker!) who wanted staff-poking to go to zero. I believe we set it to 10 or 20%.

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#31 jester

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Posted 26 January 2004 - 04:25 PM

Alright, then. I remembered someone talking about "poking with a stick" in another thread, but I guess it wasn't one of you guys. :)

I did concerning the question why monks cannot use a stick ("bo"). :angry: and that it is useful, if you just want some effect to kick in or against beholders and bigger critters that float.
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#32 Userunfriendly

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Posted 26 January 2004 - 05:29 PM

Alright, then. I remembered someone talking about "poking with a stick" in another thread, but I guess it wasn't one of you guys.  :)

I did concerning the question why monks cannot use a stick ("bo"). :angry: and that it is useful, if you just want some effect to kick in or against beholders and bigger critters that float.

the monk bam does not support two handed weapons...my experiments with the monk showed the staff floating in the air, in front of the monk...does not work, sorry... :(
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#33 Idobek

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Posted 27 January 2004 - 03:23 PM

Idobek's tweak pack already contains a 2H katana component so I don't think it's something we need to implement with refinements.


Thanks for the plug Cam but unfortunately it turns out my tweak is a little bugged. Here is what Jonathan Hiers had to say on the subject:

However, there are a few problems that I noticed with your fix right off.  I'm not sure if this applies to every enchanted bastard sword in the game (few as they are), but for the bastard sword +1 you find on the cambion in Irenicus's Dungeon at least, once it is identified and you switch from two-handed back to one-handed, it goes back to blue and you need to re-identify it, which is kind of a pain in the butt.  Second, regardless of whether or not it is identified, when you try to sell it, it only sold for one gold, as if it was an unidentfied magical item (and as you know, that 600 gold you normally get for it is pretty nice that early in the game).


Now, one of my BG2 CDs is screwed up (melted, in fact) so I haven't had a chance to have a look at the problems as yet. If somebody here wants to look into it you're welcome to have the tweak. The ID thing is definately fixable but I can only think of the clumsy solution of switching back to a new 0 lore version of the 1H swords after the switch to the 2H version. Does anybody now of a flag in the create item opcode that will make the item ID'd? I have no idea about the price thing.

#34 CamDawg

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Posted 27 January 2004 - 03:35 PM

I had no problems in regards to ID-ing the katanas (never tried the 2H bastard sword component) but I did notice that merchants would only offer one gold for katanas regardless of whether they're identified or not and regardless if they have been changed or not. I think this may be because the ability that is added "tricks" the merchant into thinking the katanas are out of charges, and therefore worthless. I would extrapolate the same problem is occurring with the bastard swords.

BTW, I don't think I ever gave youi a definitive answer: backstabbing and the 2H weapon style both worked fine with the 2H katanas.

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#35 T.G.Maestro

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Posted 28 January 2004 - 05:53 AM

TGM and Littiz, the weapon animation component SUX00RRZ and is horribly coded.

What is wrong with them Cam? Please be a bit more specific! ;)
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#36 CamDawg

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Posted 29 January 2004 - 02:45 PM

It sucks almost as bad as the ancestral spirit HLA. The idea was solid, but the execution... ugh. :P

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#37 Caedwyr

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Posted 29 January 2004 - 03:34 PM

Personally, I think the biggest problem with those two components is the codding. In the hands of a competent coder they would have been excellent components, but unfortuanetly that didn't happen. :P
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#38 CamDawg

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Posted 29 January 2004 - 04:26 PM

I agree. They were clearly not done with Notepad, which is what 1337 M0DARZZ use. And they didn't overwrite dialog.tlk, another sign of a n00b.

^_^

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#39 T.G.Maestro

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Posted 01 February 2004 - 10:34 PM

It sucks almost as bad as the ancestral spirit HLA. The idea was solid, but the execution... ugh

I'd like to make some changes on the Ancestral Spirit HLA, so I'll keep you posted as sson as I finish those alterations. ;)
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