02-06-2019, 06:13 AM
The Lycan ABS just gave me some issues (or headaches) with Melee combat. To be specific, I had issues adapting the stance system to the enemies.
For the player, each weapon may have a preset stance pose. This I created without thinking about the players possibly having a single default entry. However, enemies have no weapons, so they DO need a default stance pose setting. So yeah, I had to add extra default settings. This temporary 'lack' of a stance pose showed off an issue where characterset graphics got erased. But once this default stance entry was crafted and put to use, MOST of the enemy melee stance system was added with ease.
However, a stance pose is meant to have the enemy stay in place chanting (or whatever) before attacking. And that wasn't happening. The enemies were still moving around on the map. EASY PEASEY. I added move_type values to the enemy, effectively halting it in place while changing the order of some content in the 'update_enemy' main method.
So now enemy melee attacks have a stance system that works MOSTLY as it should. I'm leaving some battle animation garbage for later.
For the player, each weapon may have a preset stance pose. This I created without thinking about the players possibly having a single default entry. However, enemies have no weapons, so they DO need a default stance pose setting. So yeah, I had to add extra default settings. This temporary 'lack' of a stance pose showed off an issue where characterset graphics got erased. But once this default stance entry was crafted and put to use, MOST of the enemy melee stance system was added with ease.
However, a stance pose is meant to have the enemy stay in place chanting (or whatever) before attacking. And that wasn't happening. The enemies were still moving around on the map. EASY PEASEY. I added move_type values to the enemy, effectively halting it in place while changing the order of some content in the 'update_enemy' main method.
So now enemy melee attacks have a stance system that works MOSTLY as it should. I'm leaving some battle animation garbage for later.