Need assistance with a little weapon overhaul

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Greetings,
its has been a long time since I logged on this forum  :neutral: ...but anyways;

I have been playing some Floris mod pack in my spare time(like I have any :sad: ) and decided to do a little modding to increase my enjoyment.
So far I have been able to do a fair amount of things considering my limited skills and now I have found myself in a little puddle of bricks.

To put it short, after changing the Swadian lord sword from a one handed weapon to the completely deserved hand and a half version(considering its shape and size), I decided to take a shot at implementing the medieval art of halfswording;

MS_Germ.Quart.16_10r.jpg

731482731798.png

Mordschlag2.png

1573Kunstlicher.jpg

1366115385924.jpg

This was of course possible considering that the incredibly awesome "Combat Animation Enhancement" mod was implemented within the Floris mod pack which then allowed me to use the lean and clean polearm animations as a surrogate to the two handed sword animations with certain swords in the game.

What I have achieved can be seen in these screens I took while testing;
(note; the insert image forum option does not work with the imageupper site for some reason so I present the links instead of image posts)  :???:
Regular sword animation in Floris mod pack;

http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=13&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=14&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=15&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=16&m=16

Using polearm animations from the CAE mod;

http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=1&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=2&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=3&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=4&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=5&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=7&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=8&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=9&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=10&m=16
http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=11&m=16


Now, finally to the point where I humbly ask for guidance or even complete and total..."help";

I would like to make this the secondary weapon mode of certain two handed swords ingame that can be switched from regular animations to polearm animations with the press of the weapon mode key(usually it is X).
Alongside this problem there is the aditional blunder or sword position;

http://imageupper.com/gi/?galID=S0200010031E13975224131797045&n=12&m=16

:mrgreen:


I would like to know;

-if this is possible?
-could anyone here offer any help?
-could anyone at least sent me in the right direction?
 
That does not help me...at all.
I am talking about weapon mode switching and combining multiple weapon animations into a single item.
 
You don't even need extra code to do that, it's exceedingly simple to have a 2hander turn into a polearm - just look at the long axes in Native.

Code:
itc_zweihander = itc_nodachi | itcf_thrust_polearm
itc_zweihander_alt = itc_parry_polearm | itcf_thrust_polearm|itcf_overswing_spear|itcf_slashright_polearm|itcf_slashleft_polearm
...
["zweihander", "Zweihander", [("greatsword_e3",imodbits_good),("greatsword_e2",0)], itp_type_two_handed_wpn|itp_merchandise| itp_two_handed|itp_next_item_as_melee|itp_primary, itc_greatsword|itcf_carry_sword_back,
 1870 , weight(2.75)|abundance(75)|difficulty(12)|spd_rtng(107) | weapon_length(133)|swing_damage(40 , cut) | thrust_damage(28 ,  pierce),imodbits_sword_high, [], [fac_kingdom_1]],
["zweihander_alt", "Zweihander", [("greatsword_e3",imodbits_good),("greatsword_e2",0)], itp_type_two_handed_wpn|itp_has_upper_stab|itp_two_handed|itp_primary, itc_zweihander_alt|itcf_carry_sword_back,
 1870 , weight(2.75)|abundance(75)|difficulty(12)|spd_rtng(110) | weapon_length(133)|swing_damage(38 , cut) | thrust_damage(30 ,  pierce),imodbits_sword_high, [], [fac_kingdom_1]],
Sample code, you might not have the header_item animation additions but you can remove the flags until they work.
 
Take a look at the Native code - for example we'll use everybody's favourite weapon, the Great Long Axe
module_items said:
["long_axe_c",        "Great Long Axe", [("long_axe_c",0)],
itp_type_polearm|itp_two_handed|itp_primary|itp_bonus_against_shield|itp_wooden_parry|itp_next_item_as_melee|itp_unbalanced|itp_merchandise,
itc_staff|itcf_carry_axe_back,
660 , weight(5.5)|difficulty(10)|spd_rtng(91) | weapon_length(127)|swing_damage(54 , cut) | thrust_damage(19 ,  blunt),imodbits_axe ],
["long_axe_c_alt",      "Great Long Axe", [("long_axe_c",0)],
itp_type_two_handed_wpn| itp_two_handed|itp_primary|itp_bonus_against_shield|itp_wooden_parry|itp_unbalanced,
itc_nodachi|itcf_carry_axe_back,
660 , weight(5.5)|difficulty(10)|spd_rtng(85) | weapon_length(127)|swing_damage(54 , cut) | thrust_damage(0 ,  pierce),imodbits_axe ],
Notice how almost everything is the same, except the bolded item property telling the engine this item should be toggled between the two item modes, and the italicized part indicating which item animations to use? Now open up header_items and you should be able to find the following
Code:
...
itc_greatsword = itc_cut_two_handed |  itcf_thrust_twohanded | itc_parry_two_handed |itcf_thrust_onehanded_lance
itc_nodachi    = itc_cut_two_handed | itc_parry_two_handed

itc_bastardsword = itc_cut_two_handed |  itcf_thrust_twohanded | itc_parry_two_handed |itc_dagger
itc_morningstar = itc_cut_two_handed |  itc_parry_two_handed |itc_cleaver

itc_parry_polearm = itcf_parry_forward_polearm | itcf_parry_up_polearm | itcf_parry_right_polearm | itcf_parry_left_polearm
itc_poleaxe    = itc_parry_polearm| itcf_overswing_polearm |itcf_thrust_polearm|itcf_slashright_polearm|itcf_slashleft_polearm
itc_staff      = itc_parry_polearm| itcf_thrust_onehanded_lance |itcf_thrust_onehanded_lance_horseback| itcf_overswing_polearm |itcf_thrust_polearm|itcf_slashright_polearm|itcf_slashleft_polearm
...
This should tell you that the second version uses polearm animations whereas the first one uses two-handed ones. Now take a look at the other sample code I posted earlier - see any similarities and differences?
 
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