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Showing results for tags 'ranged'.
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Hi guys, how can I force melee animation for throwing axes? Like the javelin that got different animation when used melee or ranged Because I use the FEBuilder I know that lances use one animation file when axes use two (one for melee, one for ranged). And because of that I know it would probably difficult to patch it, but if someone got clues or ideas on how to do it that would be great
- 6 replies
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- battle animation
- handaxe
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Fire Emblem has tried many methods of giving 1-2 ranged swords, from the Levin Sword and other magic swords, to swords that emit sword beams and swords that are thrown overhead and straight forward like a spear. Which method is your favourite, do you want a new method, or do you think they should give up trying to include 1-2 ranged swords?
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During my attempt in editing spell animation for axe, it seems that standard battle animation for axe can't be used to ranged animation, and even throwing axe animation can't handle any animation other than throwing axe. The battle screen is stalled, and HP increment won't stop if nosferatu animation is used. 1. Is it offset problem, or is it script problem? 2. Hasn't there be any patch to fix them (if it's a script problem) Thanks.
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I've been reading debates and character ratings, and most of them mention the importance of 1-2 range in order to penalize/praise an unit. Usually, one would need 1-2 range if many enemies have ranged attacks. However, I can see that not many enemy units have Javelins/Hand Axes in comparison to, let's say, Sword of Seals. I can see why it is a minor advantage, but why is 1-2 range really important in Path of Radiance?
- 11 replies