was able to pull off the base concepts I want with a staff behavior mod,
and now its here!
features include
-staff/magic block: with mods like CGO or dual wield parrying, we can block with the assigned key if magic or staff is equipped on the right hand
-Staff combos: 5 slash style dragon age inquisition combos for all aimed staffs included modded aimed staffs followed by a continuous rapid fire inspired by dragon's dogma staffs until you fail to press/exit your combo
-animations are fully replaceable as well, currently not in DAR but in the animations folder, they use maganim1.hkx-maganim6.hkx
some things to note:
-casting activation is triggered by a power attack style method of input, not by rapidly clicking for the first 5 animations, this is due to the limitations of CK input so we have to heavy press to trigger or fully cast the spells. the Rapid fire combo though can be rapidly pressed
-mod works with magelock, and for now is a requirement for the esp to toggle the ALT RIGHT KEY, again MOD IS TRIGGERED BY TOGGLING THE ALT RIGHT KEY, but after that if you wanna use a controller you may
-for now, only right hand staff behaviors are available, with AMR coming out it takes definitely longer to make animations for me because I now use custom animations instead of replacing vanilla ones, tho if you want to replace the animations yourself you can just rename the file to the new animations which is the "maganim(number).hkx, v1 has right staffs, magic behaviors are available but have only a static animation, animations for magic will be added in the future along with dual wield/left hand magic and sprint magic animations
-if only staff is equipped and off hand is empty, I can't seem to solve the stubborn blend which makes the left hand static, this is because it is somewhere in the convoluted master behavior which is webbed with other behaviors and will ruin everything else If i don't create these behaviors at thesame time with dual wield and left hand behaviors, so I'm holding on to that until i'm done with left hand animations and dual wield animations because they go together with the master behaviors,
-weirdly enough equipping weapons on the left fully animated the left hand but attack wth the left while a staff is equipped does not reflect abr style attacks, this is something to solve because like the previous statement, it is in masterbehavior and the problem with this one is whenever CGO is installed It will conflict and due to how nemesis manages edits, the mod with the more branched out edits wins and CGO does win in this regard. even with the conflict, I will still do my best to make the v2 update with left hand compatible with CGO because compatibility is always in my interests
installation: thesame procedure as magelock
Requirements
1. Nemesis Engine
2. DAR
Installation(Non CGO)
1. Install the requirements
2. Install this mod and Enable the patch in the Nemesis engine
Installation(CGO)
1. Install requirements
2. Install this mod
3. Before Patching in Nemesis, Make sure to delete magicbehavior, Go to CGO folder and then: Nemesis_Engine / mod / dscgo / magicbehavior /
4. Patch in Nemesis
Will promise V2 the soonest! Currently trying my best to find a way to manage working on mods while off duty from engine watch duties. Thanks again for all your support! Enjoy and I will try my best to solve feedback and problems
ADRI
2021-06-06 22:13:46 +0000 UTCADRI
2021-06-06 21:42:55 +0000 UTCSuzanoSho
2021-06-06 21:35:18 +0000 UTCMomsCreditCard
2021-06-06 21:04:47 +0000 UTC