Weapons Motions
Since Alpha ABS Z version 0.4 you can use Weapon Motions animations
See table [SV] Attack Motions in Database
-> System2
Images you can find in 📁img\system
Use next ABS parameters:
<weaponMotion:1>
- 1 for activate Weapon Motion when skill is using (by default 0)
<weaponMotionType:ID>
- ID from [SV] Attack Motions table. 0 - weapon in hands type. (by default 0).
<animaXPriority:X>
- can be three values:
1 - AnimaX animation in priority. It's mean if ABS skill have
animaXAction
and character have that action, weapon priority not will be played. Only AnimaX. But if character not have AnimaX or not have Action fromanimaXAction
parameter, but have<weaponMotion:1>
, weapon motion will be played instead.
0 - AnimaX animation no priority. If character have<weaponMotion:1>
, weapon motion will be played, not matter have character AnimaX or not.
2 - Both. Both animations (AnimaX and Weapon Motion) will be played at same time. (If character have AnimaX or have Weapon Motion or have both).
ABS skill with specified Weapon Motion ID and AnimaX (in priority) example:
<ABS>
\\...some skill settings...
animaXAction:Attack
animaXPriority:2
weaponMotion:1
weaponMotionType:3
</ABS>
Enemies can use weapon motions as well, but as they not have any weapon equipped you should
specify default weapon motion type ID for enemy (if ABS skill not specify one with weaponMotionType
)
Use ABS Parameter weaponMotionType:ID
for set default weapon motion ID for enemy. It's weapon motion will be used if ABS skill have ABS parameter weaponMotion:1
but parameter weaponMotionType:0
(not specefied)