Posted November 18, 2020
The number of frames can be reduced for all animations,
although i would not recommend to cut any down to 1 frame.
For the keywords Spell, Special and Attack_Special,
the value for Spellstart must be adjusted so that it is within the frame range of all the related anims that are assigned in the mls script.
Similar for Missilestart regarding keywords Attack_Ranged/Shoot/Throw.
While i understand the desire to speed things up, have increased fps rates of many vanilla monsters,
As someone who imported ~1k anim sequences for dozens of new Wiz8 monsters, and tuned the vast majority of them to look smoother,
the reduction of combat anims to literally nothing appears paradox, after all this is a fp 3D video game,
it can be done in less than 4h without using any glitches, speedmods or even wiz8fast.exe.
although i would not recommend to cut any down to 1 frame.
For the keywords Spell, Special and Attack_Special,
the value for Spellstart must be adjusted so that it is within the frame range of all the related anims that are assigned in the mls script.
Similar for Missilestart regarding keywords Attack_Ranged/Shoot/Throw.
While i understand the desire to speed things up, have increased fps rates of many vanilla monsters,
As someone who imported ~1k anim sequences for dozens of new Wiz8 monsters, and tuned the vast majority of them to look smoother,
the reduction of combat anims to literally nothing appears paradox, after all this is a fp 3D video game,
it can be done in less than 4h without using any glitches, speedmods or even wiz8fast.exe.
Post edited November 18, 2020 by townltu