Attack - MCO|DXP

When making animations, use ADXP and not AMCO


Attack - DXP doesn’t use the vanilla speedmult. Your animation plays at 1:1 speed

It’s easier for you to develop and it prevents your animation from being affected by weapon or spell bonuses

Let the gameplay mods change the speedmult on their side. Don’t adapt your animation around it

  • Input buffer

    The input buffer is handled by the behavior (if you made movesets for SkySA you don’t need the “triggerintervalwin” anymore)

    Attack Selection

    You chose your next attack with the annotation “PIE.@SGVI |MCO_nextattack|number”

    You chose your next power attack with the annotation PIE.@SGVI|MCO_nextpowerattack|number”

    Transitions

    You can transition to any normal attack with “MCO_WinOpen” and “MCO_WinClose”.

    You can transition to any power attack with “MCO_PowerWinOpen” and “MCO_PowerWinClose”.

    Animated transition

    You can use an animated transition from a normal to a power attack. Do not use the “MCO_PowerWinOpen” and “MCO_PowerWinClose”. Use “MCO_TransitionOpen” and “MCO_TransitionClose”

    Example

    I am at the normal attack 3 “mco_attack3”. I want my to transition to the normal attack 5 between 0.2 and 0.3s of my animation. Then, I want to use an animated transition to the power attack 1 between 0.5 and 0.6s

    • 0.0 PIE.@SGVI |MCO_nextattack|5

    • 0.0 PIE.@SGVI |MCO_nextpowerattack|1

    • 0.2 MCO_WinOpen

    • 0.3 MCO_WinClose

    • 0.5 MCO_TransitionOpen

    • 0.6 MCO_TransitionClose

  • The beginning will be the same thing as the normal attacks, just adapted. Scroll below for the charged attacks

    Power attack chaining

    MCO allows you to chain your power attacks and charged attacks in any order you want. They work the same way as the normal attack

    You can chain the normal attacks with the power attacks and make combinations

    Charged attacks

    The charged attacks are divided in 3 :

    • Intro

    • Loop

    • Outro

    You need to add the “MCO_ChargedAttack”. The “MCO_powerattackX” becomes your intro

    You automatically transition to “MCO_attackloopX” at the end of your intro.

    When you release the power attack button, you transition to the “MCO_powerattackoutroX”

    The power attack outro can transition to power attacks

    Example

    I am at the power attack 1 “mco_powerattack1”. It is a charged attack. I want at the end of it to transition to the power attack 5 between 0.2 and 0.3s of my outro animation. Then, I want to use an animated transition to the normal attack 2 between 0.5 and 0.6s

    MCO_PowerAttack1 :

    • 0.0 MCO_ChargedAttack

    • 0.0 PIE.@SVGI |MCO_nextattack|2

    • 0.0 PIE.@SVGI |MCO_nextpowerattack|5

    When my animation is over I automatically transition to the MCO_PowerAttackLoop1

    When I release the button I transition to the MCO_PowerAttackOutro1

    MCO_PowerAttackOutro1:

    • 0.2 MCO_PowerWinOpen

    • 0.3 MCO_PowerWinClose

    • 0.5 MCO_TransitionOpen

    • 0.6 MCO_TransitionClose

  • For development use ADXP and not AMCO. The speedmult is set to 1. Your animation will play like in Blender/3DS. Your moveset will be insensitive to speedmult change and play perfectly according to the modlist it is set in

    It’s possible to manipulate the playback speed with the annotation “PIE.@SGVF|MCO_AttackSpeed|number”

    You can manipulate the playback speed as many times as you want during the course of the animation

    Do not ship your movesets with annotation speed variation. For the animator, the speed manipulation should be inside the animation itself, not the annotations

    Example

    I want to give an animation to the NPC. Unfortunately the animation plays too fast and I can’t dodgeI want to add telegraphing.

    I will slow down the first 0.3s of the animation to half their speed. I will then give them their original speed back

    • 0.0 PIE.@SGVF|MCO_AttackSpeed|0.5

    • 0.3 PIE.@SGVF|MCO_AttackSpeed|1

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