#How to make attacks/speffects generate bullets?

11 messages · Page 1 of 1 (latest)

median rapids
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Specifically, I want to find two things:

  1. How to make attacks create bullets when the weapon has a certain speffect eg: weapons buffed by sacred blade create blade bullets on charged heavy attacks, buffed by messmerfire release fire coils on every attack and so on
    2)How to make a speffect generate bullets eg. weapon buffed by messmerfire will periodically release fire coils
    I'll be fine if somebody just helps with the three specific scenarios I provided, rather than giving a general answer (although a general answer would be more appreciated) .
wary ruin
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if you give your speffect a certain stateinfo you can tie an invokebulletbehaviour in dsas to the stateinfo such that it only triggers when you have that speffect

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this would be very tedious if you're adding it to every weapon TAE, maybe you can narrow it down to only "buffable" weapon tae but it would take a while

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that's a general answer to your first point

polar phoenix
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you can set a speffect to fire bullets on its own using stateinfo 275 and setting an entry in behaviorparam_PC to reference and specifying a dummypolyId(probably 100 or similar for right hand weapon), you can even require another stateinfo to trigger effects, but I don't believe bullets spawned using speffects will scale with anything

median rapids
median rapids
polar phoenix
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Your best bet for making them scale would be to set up invokebulletbehaviours in dsas
and require blank/custom state info for conditionals as Kmstr suggested

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If you set the speffect up and reference it in the behavior speffect it should trigger on hit if you wanted to make effects or explosions trigger on strike

median rapids
# polar phoenix If you set the speffect up and reference it in the behavior speffect it should t...

Yeah , I see that various greases and and other similar effects use "enable attack effect against enemy" staeinfo. But the thing is I want the ability to trigger while I'm swinging my weapon, not when the attack hits the enemy. Is there any speffect in params that activates on weapon swing (rather than attack connecting with the enemy, for which there a lot of)? I think speffects that give you hyperarmor when swinging colossals (if they exist, I think colossals get their HA from "invoke ds3 poise" in tae rather than speff) or sth in a similar vein would work (or I could put code for applying speffect when inputting any attacks in c000.hks, but I don't know anything about hks at all , so if it involves hks please help me a bit). And I can't just modify taes because I would have to make separate animations for each weapon class.

polar phoenix
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Your best bet would be to input a invokebulletbehaviour event with conditions in all the current attacks you want to spawn it, otherwise you could probably rig up some thing in hks but it likely won't fit the swings as well as if you edit the current tae files, and you would still likely be using speffects to spawn the bullets so likely no scaling