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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()
    }
}