The player can use their weapon to block attacks using one of three differing methods.
DIFFERENT TYPES OF PARRIES
- One for small off-hand weapons, like a short sword. This will be animated separately from the main attack weapon.
- The second type will be for large weapons; it will run an animation attack animation at increased speed.
- The third type will be for attack on attack hits; If you're attacking and the enemy attacks, you will parry the incoming attack with yours, take fatigue in place of damage, and both the enemy and player will move backwards a tiny bit.
ANIMATION SYSTEMS
I could use my animation management system I created, export and convert a weapon cif to a usable png, and then animate the whole thing with my animation system.
ANIMATION SYSTEM ADVANTAGES
- easy to setup and run
- allows for more complex/complicated custom animations
- ensures smooth movement of texture/weapon during the animation
- Current animation manager can only do one png. This limits the animation to one weapon image and breaks from the default 5 image animation rotation system, so it won't match the look of dfbase animation wise. I may be able to code around this though by improving my animation manager.
- Will require resetting up some basic properties needed for proper fps weapon animation that are already in the fpsweapon script
FPSWEAPON SCRIPT ADVANTAGES
- Will match base DF animation look exactly
- Many properties and objects will already be setup and coded
- Doesn't require adding custom pngs to mod.
- Less complicated animations.
- animations offsetting/smoothness is limited by engine/user fps.
- Will have to detangle depulicate object and property code to ensure it doesn't interfere with FPSWeapon or Weaponmanager scripts.