Posts: 275
Threads: 10
Thanks Received:
0 in 0 posts
Thanks Given: 0
Joined: Sep 2013
Reputation:
0
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?
Posts: 198
Threads: 3
Thanks Received:
0 in 0 posts
Thanks Given: 0
Joined: Jun 2011
Reputation:
0
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.
Posts: 275
Threads: 10
Thanks Received:
0 in 0 posts
Thanks Given: 0
Joined: Sep 2013
Reputation:
0
Ty, you can close the topic ?
Posts: 45
Threads: 3
Thanks Received:
0 in 0 posts
Thanks Given: 0
Joined: Mar 2014
Reputation:
0
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 ?