How to trigger animations and particle effects in client
Posted: 27 Aug 2010, 06:29
I am trying to do a ranged boss mob. The standard use of attack animation in the spritesheed cannot handle doing a ranged attack. I managed to trigger one of the hardcoded eAthena effects to show on the target player when a mob_skill is used. I edited the procedures for a skill in skill.c and added a call to clif_specialeffect().
The only problem with this is that the monster attack animation is not triggered, it just stands there.
Is there anyway to force the client to call the animatedsprite function play(action)? The being class calls play() but only after checking against a limited set of valid actions. It would be great to skip this and just get at play(), if what it does is trigger any labeled action in the xml.
An alternative I was thinking about would be to emulate the way magic attacks work. I was thinking specifically of how the lightning bolt spell calls a particle over a targeted enemy. I really dont know how it is done, and havent been able to figure it out from the src. Any pointers on this would be appriciated.
My dream goal would be to enable the special attacks to trigger a specific animated action in the invoker's xml AND trigger a custom particle effect over the target.
The only problem with this is that the monster attack animation is not triggered, it just stands there.
Is there anyway to force the client to call the animatedsprite function play(action)? The being class calls play() but only after checking against a limited set of valid actions. It would be great to skip this and just get at play(), if what it does is trigger any labeled action in the xml.
An alternative I was thinking about would be to emulate the way magic attacks work. I was thinking specifically of how the lightning bolt spell calls a particle over a targeted enemy. I really dont know how it is done, and havent been able to figure it out from the src. Any pointers on this would be appriciated.
My dream goal would be to enable the special attacks to trigger a specific animated action in the invoker's xml AND trigger a custom particle effect over the target.