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skill animations - Printable Version +- LCKB (https://lckb.dev/forum) +-- Forum: ** OLD LCKB DATABASE ** (https://lckb.dev/forum/forumdisplay.php?fid=109) +--- Forum: Guides & Help Section (https://lckb.dev/forum/forumdisplay.php?fid=193) +---- Forum: Help & Support (https://lckb.dev/forum/forumdisplay.php?fid=157) +----- Forum: Ep4 Support (https://lckb.dev/forum/forumdisplay.php?fid=128) +----- Thread: skill animations (/showthread.php?tid=5021) |
- Desarija - 02-24-2023 Hi, In t_skill there's the fields a_cd_ra, a_cd_fa & a_cd_sa as well as a_cd_ra2, a_cd_fa2 & a_cd_sa2. I know that ra is short for readyanim, sa is stillanim and fa is fireanim. But how exactly do they work when I execute a skill? Why do we have a_cd_ra and a_cd_ra2 for example? And which animation is played in which moment? One after another or do they overlap? - Sickness - 02-25-2023 They work in order essentially, it goes from ready, still, fire. You can look at various healer skills to get an idea. But it essentially lets you chain animations together. As for the sa2, ra2, fa2, etc I believe it is due to some skills having particles or extra parts. Healer is another good example of this. The part 2 comes after depending on other settings (I think like fireobject, etc). Otherwise tbh I am not quite sure, as many years as I've been doing LC I've never experimented much with it beyond that. No one has ever had new animations to try out really, so there's been no need to understand it since we can just copy existing skills for an animation/effect we want. - Desarija - 02-28-2023 Ty, you can close the topic ? - OberonPh - 04-19-2023 Hi! Animations are divided into 2 types of weapons That is, for example: a_cd_ra, a_cd_fa & a_cd_sa - daggers a_cd_ra2, a_cd_fa2 & a_cd_sa2 - crossbow But this is just my theory, which has a place to be ? |