Hi All!
So I've created a variety of new status effects in my mod that give GMs more flexibility while playing - mostly new visual FX with no stat changes.
I am wondering though where animations are specified for statuses. For example a chilled character will shiver (playing the ABC_Status_Chilled animations)
I thought these might be in the visual effects themselves, but that doesn't seem to be the case... or I'm not understanding how to use the effects editor to correctly specify the effect (I tried making a version of barrel sneaking that removed the barrel, but it did nothing to a character when applied as a status effect - ie he did not "sneak" animate)
I see skills have various animations pre-casting and casting you can specify. That might be another option though much more fiddly...
Finally is there a way to trigger a script though a status effect? Maybe I could hook into animations that way by processing a script on a character that specifies an animation to play.
My ultimate goal is to get an easy to use "emote" feature for GMs via applying statuses to characters and NPCs. Choose the "Dancing" status effect and set duration to -1 and the character will loop dancing until the effect is removed and so on.
This is a fairly widely requested feature animating on the fly vs having to design an entire custom level in the Divinity Editor just to hand place animated characters. It works soooo much better for roleplaying if you can animate a character in real time to react to the player's choices which is why existing statuses like Knocked Down and Terrified are so useful.
Please help me achieve this effect somehow.
Thank you!
Last edited by JRavens; 14/10/17 01:25 PM.