Reply to Re: setting new char lines
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What meta is saying pertains to if you're using the same sequence numbers over Dink's (sequences 1_, 7_, 10_). This is what the original game does. The ini lines in the arm procedure actually add the sword animation graphics in the same slot as the unarmed graphics thus overriding whatever was in that slot previously.
If you loaded your graphics into say 85_, 86_,87_ there's a different line you need to change.
You'll notice this uses 100, Dink's base for his attack sequence. You should change that to what your base attack should be (850 for the example) What the script is doing is actually emulating sp_base_attack by getting the direction, adding the base and playing that sequence via script.
If you loaded your graphics into say 85_, 86_,87_ there's a different line you need to change.
&basehit += 100; //100 is the 'base' for the hit animations, we just add
You'll notice this uses 100, Dink's base for his attack sequence. You should change that to what your base attack should be (850 for the example) What the script is doing is actually emulating sp_base_attack by getting the direction, adding the base and playing that sequence via script.