I'm using the rock heart item and trying to make it a bit more interesting. I want my moveset to change based on if the item is enabled or not. I've got it in the c0000.hks file where I can change r1=, l1=, b1=, ect. if the transformation is active, but this is where I'm stuck. I don't know how (or if it's possible) to make these bind to a different moveset than whatever weapon I have equipped. Basically I want it to function like war cry where your heavy attacks look different when the effect is active but for all my attacks. If this is not possible than I was toying with the idea of forcing a wepon to be equipped during the transformation but im not sure how to do that either.
#Is it possible to change moveset based on condition?
17 messages · Page 1 of 1 (latest)
You can implement it the same way war cry is implemented, it checks an spEffect then uses a different animation based on if that effect is active
as a follow up question to this, is there a table of spEffect and mulitplayer spEffects?
What do you mean?
like a resource where i can see what each one does
so i dont have to do too much digging
I mean you can look at SpEffectParam in smithbox, think that's about it. They're labeled relatively well so it's not too difficult
consult the hks guide I guess, maybe?
check the onUpdates and commonfunctions and stuff
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That is where I'm stuff I don't know how to make it be the move I want.
You can use any existing attack name you want, some of them will likely be unused on your weapon's moveset so I would just look for one of those.
check SpEffectParam in smithbox
and for any animation related SpEffect, you can check c0000.hks and guess what it means
That's the part I'm stuck on. Stuff like "W_AttackRightLight1", "W_AttackLeftLight1", "W_AttackBothLight1, ect. Where are these being referenced? How do they determine what animation to use? Can I make a new one that references its own animation?
You can but it's a pain, they reference what's called a CMSG, which as I understand is basically a data structure containing an animation name, id, and other information. f_wang has a bit on them in his guide I believe and the wiki also has more information. We have a python script that should be able to add more however I don't believe it works post dlc
I see so forcing my character to have different animations and move sets is going to be difficult. What about forcing a different weapon to be equipped while in the transformation? is there any way I could for instance force my character to equip the dagger when transforming?