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Weapons special moves
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darksun84
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Post: #4
RE: Weapons special moves
I can't make a simple example because the whole system need to be scripted! and that's not simple.

In @UserSpecialMove there is no distinction between abilityprimary and abilitysecondary, you will have also to sort that based on the weapon equipped (or wrestling if unarmed). Also in this trigger you will need to check if the player is capable of using the primary ability or secondary ability.

@UserSpecialMove will just give you the id (stored in <ARGN1>) of the special moved clicked.

For implenting the Special Moves behaviour, you will need a lot of other triggers most probabily @Hit - @GetHit - @HitMiss and maybe @HitTry

Some Special Moves, like Defense Mastery will not use the triggers above but from what i have read, they had their own special effect.
10-05-2017 04:56 AM
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Messages In This Thread
Weapons special moves - Tyxn - 10-04-2017, 11:56 PM
RE: Weapons special moves - darksun84 - 10-05-2017, 03:18 AM
RE: Weapons special moves - Tyxn - 10-05-2017, 03:43 AM
RE: Weapons special moves - darksun84 - 10-05-2017 04:56 AM
RE: Weapons special moves - Tyxn - 10-05-2017, 05:10 AM
RE: Weapons special moves - darksun84 - 10-05-2017, 05:16 AM
RE: Weapons special moves - Tyxn - 10-05-2017, 06:43 AM

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