hey @TwinkleToes for deeper understanding of particles and animation, how do they work?
heyo
thats kinda broad lol, they are two completely separate systems, but they are often combined to get a specific effect
I assume the character is linked to the weapon animations based on the weapon equipped and the animations use particles in a timeline?
yep, inside the PC's folder you can see a list of all the animations the "HUM_F/HUM_M" models can use, there is also a
.ANIMATION file which determines what hapens within the timelines of the animations, the original classes share a shared animation file but when making a custom class you can create a custom animation file and call it back from the unit file your custom class uses(so you dont mess with the originals) you can then specify all the animations you want to use in there (these animations have to share the same folder as the animation file)
and the different weapon animations have a chance to proc?
numerically yea, eg. if you have 3 animations for a basic attack they will all have a 33.3% chance
I wonder because sometimes I feel like my melee weapons tend to use piercing animations more often then swinging
you can simply delete the piercing animation lol, but if you want it to procc less duplicate your other animations and rename them
there is a hardcoded rule for basic attack animations, if they are named a certain way
for instance originally there are 3 staff animations (STAFF1, STAFF2, STAFF3) lets say STAFF3 plays a piercing animation
you can clone STAFF1 and STAFF2 and rename them to STAFF4 and STAFF5 and they will work as new basic attack animations for the staff, doing this will technically double the chance of STAFF1 and STAFF2 from playing since STAFF5 and 4 are just clones of them.
animations with have a different damage shape?
nope they are all the same hardcoded damage shapes, regardless of what animation plays, different weapons have different ranges and arcs, the exception to this would be missile firing ranged weapons(pistol, bow, xbow) their range can be modified via an effect called "MISSILE RANGE BONUS"
could we increase the damage of piercing attacks as a compensation?
technically yes, if you add two "HIT" events on that animations time line it will hit twice, doubling its damage, but you can only ever double, triple, quadruple etc. by adding more hits