PlaneShift
Gameplay => Newbie Help (Start Here) => Topic started by: Imshi on June 23, 2011, 06:20:36 pm
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"Improved sorting in some windows, it's now possible to change attack stance by defining going up or down in level of stance"
0.5.7 Release notes.
Has this attack stance change been implemented, and if so what are the commands?
Thankyou.
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raise lower as argument
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Thanks Weltall. Works like a charm, great function.
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I don't even understand what that feature means, nor the way to use it. Raise lower as argument? It sounds like I'm working with a Planeshift Excel sheet. What does this actually do, and what benefit does it have? If anyone could please explain.
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There has been added 2 more arguments to the attack command to raise / lower your current attack stance.
We already had /attack [fullydefensive|defensive|normal|aggressive|bloody] to directly switch into a specific stance.
Now you can also use /attack [lower|raise] to lower / raise the current stance.
Examle:
/target npc
/attack aggressive -> You're in [aggresive] stance.
/attack raise -> You're in [bloody] stance.
/attack raise -> You stay in [bloody] stance since there is no higher stance.
/attack lower -> You're back in [aggresive] stance.
...
Regards.
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The theoretical use is now understandable: There may be opponents where I have to switch the stance often - raise it to deal any damage at all, then lower it again not to get hurt too much.
The practical not yet ... if I wanted to build a kind of attack/defense combo, I would possibly also need a way to delay the execution of shortcut commands.
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This is how I am using it at present. Three binds to different keys. First key /attack [default normal attack], second key /attack raise [each time you use the key will go up one stance level, -aggressive-bloody], third key /attack lower [each time you use the key will go down one stance level]. So with three keys you can quickly change stances, tapping one key for more damage less defence, another for the opposite. From fully defensive you can instantly switch to normal with the first /attack bind.
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Ahhh, I see. That makes much more sense, now that I know what "argument" is referring to. Non-coder person here. That helps a ton!