Honestly, I don't know enough coding to feel I can answer that competentlyTheLacus wrote: ↑Sun Mar 01, 2020 8:08 pmI confirm that a custom implementation of MobilePersonAsset is something you should consider. It would allow you to make all kinds of customizations and not only be limited to a fixed scale.
Xml files are retrieved with load order to serve a specific need; i would rather not break compatiblity by adding other ways to resize billboards. Maybe i can add a scale property to Archive.xml, which would serve as a base for additional scales defined in Archive_Record-0.xml. Would this work for you?
Hm, I'm having problems making this work correctly. I just attempted it with the Werwolf.
If I understand you correctly, I should be able to simply have:
264_0-0.xml
264_1-0.xml
264_2-0.xml
264_3-0.xml
etc
?
This mostly works, but I see the werewolf pop down to regular size mid-attack. Maybe because EnemyBasics.cs defines attack frames?
Code: Select all
PrimaryAttackAnimFrames = new int[] { 0, 1, -1, 2, -1, 2 }