Starbound

Starbound

Project Blade Dance: Broadswords - Legacy version
 This topic has been pinned, so it's probably important
Reebs  [developer] 12 Nov, 2017 @ 7:58am
Ideas and Suggestions
Self-explainatory.
< >
Showing 1-15 of 38 comments
Nezzy 12 Nov, 2017 @ 6:46pm 
Spear Stances, Gun stances, Etc stances.
Maybe Tech Reskins.

Mainly just spear cause I love them, another 'idea' is too add some custom spears.
Nobody else has really made 'custom spears' probably too difficult?

Who knows?
Last edited by Nezzy; 12 Nov, 2017 @ 6:49pm
Reebs  [developer] 12 Nov, 2017 @ 6:51pm 
Woah there...

I don't do sprites work so tech reskins is a no go.

Spears, weeeeelllll... Technically i could but by default a spear can not combo. Only with heavy modding can it be able to, might conflicts with a few things.

Guns are difficult, i can have them spin and animate the firing sequence so it has recoil, but i can have them do custom idle poses, it breaks their aim :/
Nezzy 12 Nov, 2017 @ 6:55pm 
Thats really what I meant, Its sad about the tech respriting though.

It was just an idea anywhom.

I meant the special attacks for spears, and also what about shortsword or daggers.
(Give daggers a good ol spin o3o)
Last edited by Nezzy; 12 Nov, 2017 @ 6:55pm
Reebs  [developer] 12 Nov, 2017 @ 6:57pm 
Daggers are considerably harder to animate than spears because they're so freaking short. I'll probably have them do mostly stabs and perhaps a backward wicked slice, not sure.
Nezzy 12 Nov, 2017 @ 6:58pm 
I was hoping for an assassin type animation.
Last have you done any spin attack combos?
Last edited by Nezzy; 12 Nov, 2017 @ 6:59pm
Reebs  [developer] 12 Nov, 2017 @ 6:59pm 
Originally posted by TheMythicWolf:
I was hoping for an assassin type animation.
U wot m8

Are you sure you're playing starbound?
Nezzy 12 Nov, 2017 @ 7:01pm 
Im am pretty sure I am, I meant only the daggers not the entire human body.

The dagger spin thing ^

Last edited by Nezzy; 12 Nov, 2017 @ 7:01pm
Reebs  [developer] 12 Nov, 2017 @ 7:02pm 
Originally posted by TheMythicWolf:
Im am pretty sure I am, I meant only the daggers not the entire human body.

The dagger spin thing ^
Sure i can do fancy spinny dagger stuff, but no spin slashes, that stuff's too advanced for me.
Nezzy 12 Nov, 2017 @ 7:04pm 
For the spin slash topic, I meant for broadswords with spin slash.

Add like a different combo for it than other swords.
Nezzy 12 Nov, 2017 @ 7:05pm 
Aha!, Got one last thing.

Two handed fists, will you be giving them all a different combo?
Reebs  [developer] 12 Nov, 2017 @ 7:06pm 
Originally posted by TheMythicWolf:
For the spin slash topic, I meant for broadswords with spin slash.

Add like a different combo for it than other swords.
Nobody spins swords, like ever.
Reebs  [developer] 12 Nov, 2017 @ 7:06pm 
Originally posted by TheMythicWolf:
Aha!, Got one last thing.

Two handed fists, will you be giving them all a different combo?

No
Nezzy 12 Nov, 2017 @ 7:06pm 
Okay well, that answers my questions and/or crushes suggestions and ideas :3

Understandable, have a great day.
Last edited by Nezzy; 12 Nov, 2017 @ 7:07pm
Jace ∅ Ethaniel 13 Nov, 2017 @ 1:30am 
There is a way to make the stance optional, but it involves a bit of tedious work. By creating duplicate, but slightly modified (EG, "commonbroadsword.activeitem," "alt_commonbroadsword.activeitem" with the itemname also reflecting the file name), .activeitem files you can add weapons to the treasure pool with the edgy darksouls stance. Take this concept and combine it with the weapon fusion mod, and you could also take two weapons and choose which stance to use; then the newly created weapon would have the desired stance/properties. Choosing the stance would choose which .activeitem file to use, since otherwise it wouldn't matter, and it wouldn't be too difficult to accomplish with the use of scripts. I suggest talking with the weapon fusion mod author to see if they are willing to coolaborate/assist, if you desire. I have not found any other method to do this, but there may yet be another -easier- way. I hope my idea helps you, even just a tiny bit. And before you ask, yes I tested it and having an "alt_commonbroadsword.activeitem" file with the itemname changed to "alt_commonbroadsword" and the stance altered did in fact allow me to have two identical weapons with alternate stances. It is just a matter of scripting it to allow the transition without the user needing to intervene. I would suggest speaking with the weapon assembly mod author instead, but they have not been on for a while. I also tested the weapon fusion mod and found that the way the mod "fuses" weapons is that selecting the visuals to keep is actually selecting the base item (and thus .activeitem file) with the rest of the selections altering the base item; so, in a way, most of the work is already done for you. But this means that, unfortunately, if you want to change the style of the sword but keep the stance, you are out of luck. I suggest making a box that the user can place the sword into, and its only purpose is to change the stance and nothing else.

TL;DR: Make duplicate+renamed .activeitem files and talk to the weapon fusion mod maker to get help with letting the user switch .activeitem files (and thus stances) by placing the weapon into an object in-game.
Reebs  [developer] 13 Nov, 2017 @ 2:26am 
Originally posted by JaceEthaniel:
There is a way to make the stance optional, but it involves a bit of tedious work. By creating duplicate, but slightly modified (EG, "commonbroadsword.activeitem," "alt_commonbroadsword.activeitem" with the itemname also reflecting the file name), .activeitem files you can add weapons to the treasure pool with the edgy darksouls stance. Take this concept and combine it with the weapon fusion mod, and you could also take two weapons and choose which stance to use; then the newly created weapon would have the desired stance/properties. Choosing the stance would choose which .activeitem file to use, since otherwise it wouldn't matter, and it wouldn't be too difficult to accomplish with the use of scripts. I suggest talking with the weapon fusion mod author to see if they are willing to coolaborate/assist, if you desire. I have not found any other method to do this, but there may yet be another -easier- way. I hope my idea helps you, even just a tiny bit. And before you ask, yes I tested it and having an "alt_commonbroadsword.activeitem" file with the itemname changed to "alt_commonbroadsword" and the stance altered did in fact allow me to have two identical weapons with alternate stances. It is just a matter of scripting it to allow the transition without the user needing to intervene. I would suggest speaking with the weapon assembly mod author instead, but they have not been on for a while. I also tested the weapon fusion mod and found that the way the mod "fuses" weapons is that selecting the visuals to keep is actually selecting the base item (and thus .activeitem file) with the rest of the selections altering the base item; so, in a way, most of the work is already done for you. But this means that, unfortunately, if you want to change the style of the sword but keep the stance, you are out of luck. I suggest making a box that the user can place the sword into, and its only purpose is to change the stance and nothing else.

TL;DR: Make duplicate+renamed .activeitem files and talk to the weapon fusion mod maker to get help with letting the user switch .activeitem files (and thus stances) by placing the weapon into an object in-game.
Making duplicate .activeitem files means 2 things:
1. The mod won't be as vanilla as it anymore as there's more .activeitems than there should be.
2. You'd have to spawn the alt version in via admin commands as the world generator doesn't spawn the alt version of those swords.

Sure i could leave them in and have you use those two mods to change which animation styles that you want to use, but frankly let's just keep it simple until i find another solution.
< >
Showing 1-15 of 38 comments
Per page: 1530 50