[Ohrrpgce] [ohrrpgce/ohrrpgce] Feature request: 0 delay/seamless chained attacks (Issue #1235)

CronosZX notifications at github.com
Sat Apr 2 18:58:44 PDT 2022


Since the current animation limit is 3 frames per attack an easy workaround to make more elaborate attacks is to chop them up into pieces and chain them together, which works well enough if you dont mind the small delay in between chains.
I've noticed this delay is affected only by the attacker animation (strike,cast,etc) where the chain will pause briefly when the character walks/casts/etc, and is unafected by things such as damage numbers duration/visibilty, this makes the null attacker animation the best one for making almost seamless chains.

There is already a setting for the delay before an attack, but even if its set to 0 that delay between attacks will still be present so I was wondering if it would be possible (or practical) to implement true 0 delay attacks that can chain into each other seamlessly (perhaps the default delay in the editor wouldn't be 0 anymore to keep things similar as to how they are now although the change would probably affect a bunch of older attacks if they are set to null attacker, also this would be made less useful if extended animations were to be implemented someday but the option to have seamless chains would still remain useful for things such as retargetting or changing attack properties/elements/status while a lenghty attack is in progress).

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