Galactygon Posted July 4, 2008 Share Posted July 4, 2008 ITEMANIM.2da associates a character animation sequence when a specific item is activated. The filename of the item is in the first column, while the sequence number (using values from SEQ.ids) played is in the second column. For example, WAND01 2 would mean, that sequence 2 (throwing a spell) is played when the item WAND01.itm is triggered. Really nifty! -Galactygon Link to comment
Ascension64 Posted July 5, 2008 Share Posted July 5, 2008 You mention 'triggered' and 'activated' of an item. Do you mean its use in a quick item slot? What about equipping a weapon, or drinking a potion via the DRINK POTION button rather than the quick slot? Casting a spell from a scroll? Link to comment
Galactygon Posted July 5, 2008 Author Share Posted July 5, 2008 You mention 'triggered' and 'activated' of an item. Do you mean its use in a quick item slot? What about equipping a weapon, or drinking a potion via the DRINK POTION button rather than the quick slot? Casting a spell from a scroll? "Activating" by meaning using the special abilities of the item. I am assuming that would include drinking a potion, using an item in its quick slot, but not equipping a weapon since you are not activating any special ability. -Galactygon Link to comment
Avenger Posted July 5, 2008 Share Posted July 5, 2008 Yeah, i saw this 2da but never guessed the (now) obvious Sadly they didn't use this stuff extensively, and they used it for one case (fireseed) where they could have used the same thing they used for melf's minute meteors. No wands (casting anim), no pillows (sleep anim). Doh Link to comment
igi Posted August 31, 2009 Share Posted August 31, 2009 I don't have all the games installed at the moment - is this file BG2 only? Link to comment
Galactygon Posted February 13, 2010 Author Share Posted February 13, 2010 You might want to add this: ITEMANIM.2da does not override swing animations for weapons. -Galactygon Link to comment
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