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Can you override spellcasting animation?


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Depends on which spellcasting animation you want to override.

ActionHandler(ACTIONS.CASTSPELL,
        function(inst, action)
            return action.invobject ~= nil
                and ((action.invobject:HasTag("gnarwail_horn") and "play_gnarwail_horn")
                    or (action.invobject:HasTag("guitar") and "play_strum")
                    or (action.invobject:HasTag("cointosscast") and "cointosscastspell")
                    or (action.invobject:HasTag("quickcast") and "quickcastspell")
                    or (action.invobject:HasTag("veryquickcast") and "veryquickcastspell")
                    )
                or "castspell"
        end),

This is the actionhandler that gives back which animation should be played.

local function ChangeSpellAnim(self)
	local old_actionhandler_spell = self.actionhandlers[GLOBAL.ACTIONS.CASTSPELL].deststate
	self.actionhandlers[GLOBAL.ACTIONS.CASTSPELL].deststate = function(inst,action,...)
		if action.invobject then
			return "play_gnarwail_horn"
		end
	end
end

AddStategraphPostInit("wilson", ChangeSpellAnim)
AddStategraphPostInit("wilson_client", ChangeSpellAnim)

This will replace all castspell animations with the gnarwail horn animation. Change it to your liking :)

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19 hours ago, Monti18 said:

Depends on which spellcasting animation you want to override.


ActionHandler(ACTIONS.CASTSPELL,
        function(inst, action)
            return action.invobject ~= nil
                and ((action.invobject:HasTag("gnarwail_horn") and "play_gnarwail_horn")
                    or (action.invobject:HasTag("guitar") and "play_strum")
                    or (action.invobject:HasTag("cointosscast") and "cointosscastspell")
                    or (action.invobject:HasTag("quickcast") and "quickcastspell")
                    or (action.invobject:HasTag("veryquickcast") and "veryquickcastspell")
                    )
                or "castspell"
        end),

This is the actionhandler that gives back which animation should be played.


local function ChangeSpellAnim(self)
	local old_actionhandler_spell = self.actionhandlers[GLOBAL.ACTIONS.CASTSPELL].deststate
	self.actionhandlers[GLOBAL.ACTIONS.CASTSPELL].deststate = function(inst,action,...)
		if action.invobject then
			return "play_gnarwail_horn"
		end
	end
end

AddStategraphPostInit("wilson", ChangeSpellAnim)
AddStategraphPostInit("wilson_client", ChangeSpellAnim)

This will replace all castspell animations with the gnarwail horn animation. Change it to your liking :)

Why thank you good sir! Now, I'm still very new to modding, so quick question. Do I put this in the modmain or my item prefab?

edit: On second thought let me just experiment first and I'll ask for help if I need it

Edited by SecretlyAPotato
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14 hours ago, Monti18 said:

It's always better to test it out first, that's the way you get better :D

Sure, just ask away if you need help :)

I appreciate the help, I really do. Anyway, because I assume it completely replaces the anim for all items that use it, I put the code in my modmain, and...

[string "../mods/DeadCells_Mod/modmain.lua"]:173: attempt to call global 'ActionHandler' (a nil value)

Also, sorry for the late responses I've got a bit going on. And also I forget to do things.

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Don't worry about late responses, happens to me too :D

Did you copy the first paragraph in your modmain? This was just copy and pasted from the Wilson stategraph file to show you how the actionhandler decides which animation it will play. You don't need to copy this into the modmain, you just need the second parapgraph, this one, in the modmain:

local function ChangeSpellAnim(self)
	local old_actionhandler_spell = self.actionhandlers[GLOBAL.ACTIONS.CASTSPELL].deststate
	self.actionhandlers[GLOBAL.ACTIONS.CASTSPELL].deststate = function(inst,action,...)
		if action.invobject then
			return "play_gnarwail_horn"
		end
	end
end

AddStategraphPostInit("wilson", ChangeSpellAnim)
AddStategraphPostInit("wilson_client", ChangeSpellAnim)

 

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