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Oh wait, I'm stupid... you should use atkanimation instead of argument0 when reading the animation length (I was looking at skelani_set_animation when giving you advice for psm_melee). psm_melee has no arguments so argument0 is undefined when it's run, the attack animation in use is in the atkanimation variable.

(So replace the global.skelani_animation_length[argument0] with global.skelani_animation_length[atkanimation] everywhere in psm_melee and it should work)

So I reverted psm_melee back to how it originally was, so it looks like this:


statecntr++

if(statecntr < atkwarmup){

    skelani_set_animation(atkanimation,0)

}

else if(statecntr < atkwarmup + atkduration){

    skelani_set_animation(atkanimation,(statecntr-atkwarmup)/atkduration)

}

else if(statecntr == atkwarmup + atkduration){

    skelani_set_animation(atkanimation,1)

    n = instance_create(x,y,atkhitboxobj)

    n.image_xscale = skelani_xscale

    n.sprite_index = atkhitboxspr

    with(n){

        player_weapon_get_stat_block_current()

        

        //Heavy attacks are 30% stronger, but only for melee weaposn, so this code is only here.

        if(other.atk_isheavy){

            rpg_adjust_atk_stat_block_uniformly(1.3,0)

        }

        

        //When winded, lower power of attack

        if(other.atk_winded){

            rpg_adjust_atk_stat_block_uniformly(0.7,0)

        }

        

        //When wielding a weapon without proper stats, power is reduced greatly.

        var str, dex, int, fth;

        str = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_STR)

        dex = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_DEX)

        int = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_INT)

        fth = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_FTH)

        if(!player_meets_requirements(str,dex,int,fth)){

            rpg_adjust_atk_stat_block_uniformly(0.1,0)

        }

    }

    n.lifetime      = atkduration

    n.blockbreaker  = player_weapon_get_stat(wd_BLOCKBREAKER)

}

else if(statecntr < atkwarmup + atkduration + atkcooldown){

    skelani_set_animation(atkanimation,1)

}

else{

    state = psm_ordinary

}


So from there, where should I be making these changes? Trying to go back through your instructions from the previous comment and then altering them with the new information doesn't seem to be working, unless I'm just putting something in the wrong place :/

Okay, to recap in a bit more structured way: the skelani_set_animation(atkanimation,(statecntr-atkwarmup)/atkduration) line should be multiplied with the number of frames in the animation, and any skelani_set_animation(atkanimation,1) should instead set it to the final frame.

It might be easier to do these changes if you add this line right below "statecntr++" to read out the length to a variable:

var anilen = global.skelani_animation_length[atkanimation];

Then use anilen as the length in the code:

skelani_set_animation(atkanimation,anilen) //Originally ended in "1"
skelani_set_animation(atkanimation,anilen*(statecntr-atkwarmup)/atkduration) //The interpolating one

If it acts weird, try setting anilen to global.skelani_animation_length[atkanimation] - 1 instead.

even after all of this stuff, it still seems to only want to use two frames and interpolate between them. It now just recognizes the first and the last frame, skipping any frames between them.

I tried out the changes myself and it works for me, with the one small change I mentioned:

var anilen = global.skelani_animation_length[atkanimation] - 1;

(It's a bit tricky to see since the animation is only 5 frames long, but you can press "Home" to lower the framerate to 10/s)


So the full, working script looks like this:

/// @description psm_melee()
function psm_melee() {
    var anilen = global.skelani_animation_length[atkanimation] - 1;
    //Physics
    if(onground){
        player_naturalfriction()
    }
    player_controls_jump() //Can jump-cancel
    player_inertia_x()
    player_inertia_y()
    player_boundaryclamp()
    //Animate, spawn attack
    statecntr++
    if(statecntr < atkwarmup){
        skelani_set_animation(atkanimation,0)
    }
    else if(statecntr < atkwarmup + atkduration){
        skelani_set_animation(atkanimation,anilen*(statecntr-atkwarmup)/atkduration)
    }
    else if(statecntr == atkwarmup + atkduration){
        skelani_set_animation(atkanimation,anilen)
        n = instance_create(x,y,atkhitboxobj)
        n.image_xscale = skelani_xscale
        n.sprite_index = atkhitboxspr
        with(n){
            player_weapon_get_stat_block_current()
        
            //Heavy attacks are 30% stronger, but only for melee weaposn, so this code is only here.
            if(other.atk_isheavy){
                rpg_adjust_atk_stat_block_uniformly(1.3,0)
            }
        
            //When winded, lower power of attack
            if(other.atk_winded){
                rpg_adjust_atk_stat_block_uniformly(0.7,0)
            }
        
            //When wielding a weapon without proper stats, power is reduced greatly.
            var str, dex, int, fth;
            str = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_STR)
            dex = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_DEX)
            int = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_INT)
            fth = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_FTH)
            if(!player_meets_requirements(str,dex,int,fth)){
                rpg_adjust_atk_stat_block_uniformly(0.1,0)
            }
        }
        n.lifetime      = atkduration
        n.blockbreaker  = player_weapon_get_stat(wd_BLOCKBREAKER)
    }
    else if(statecntr < atkwarmup + atkduration + atkcooldown){
        skelani_set_animation(atkanimation,anilen)
    }
    else{
        state = psm_ordinary
    }
    //Handle animation with correct hand
    player_animate_offhandswap()
    //Kneel down when crouching
    if(crouching){
        skelani_override_crouch()
    }
}