oh ya anway I think I got a solution for this(theory, some disadvantages):
- change the wait of all standing frames to 0
- create some more standing frames to make the breathing of the char correctly(because of the wait: 0 on everyones of them)
- every second standing frame should get a state: 17 and opoints out a beer bottle(which should be invisible)
- the next frame with state 0 should get a weaponact: 1000 to remove the beer bottle again
so it works like following, on the second standing frame a beer bottle is summoned, the character gains some mp on this frame caused by the state 17, the character can't walk,defend,jump,etc. anylonger then, but that isn't really important because that frame got a wait: 0 only, then there is a frame with state: 0 again, the character is able to do all the common actions again, but his beerbottle will be removed(weaponact: 1000), because he shouldn't be able to do something and suddenly the bottle(which was invis) apears in his hand, on the next frame everything is repeated and he gains a little bit mp again, so this should atleast make the mp regeneration A BIT faster...
problem is that he'll loose his currently weapon he's holding whenever he is on the second standing frame... :/
everything still a theory, testing it now
EDIT:
Just tested it:
the weaponact: 1000 has to be in every standing frame... you can change the "wait" of the first standing frame to whatever you want, the char will start regenerating after he reaches the second frame...
else most things are working fine, sometimes he does the light_weapon_attack instead of a normal punch but he doesn't keep the beerbottle and he looses the weapon he's holding while standing
Code for everyone who wants to try it outit's for template only, change his normal standing frames into the following lines...)
Defend + Jump + Attack is a useless move which costs 250 mps, so that you can test the regeneration better
- change the wait of all standing frames to 0
- create some more standing frames to make the breathing of the char correctly(because of the wait: 0 on everyones of them)
- every second standing frame should get a state: 17 and opoints out a beer bottle(which should be invisible)
- the next frame with state 0 should get a weaponact: 1000 to remove the beer bottle again
so it works like following, on the second standing frame a beer bottle is summoned, the character gains some mp on this frame caused by the state 17, the character can't walk,defend,jump,etc. anylonger then, but that isn't really important because that frame got a wait: 0 only, then there is a frame with state: 0 again, the character is able to do all the common actions again, but his beerbottle will be removed(weaponact: 1000), because he shouldn't be able to do something and suddenly the bottle(which was invis) apears in his hand, on the next frame everything is repeated and he gains a little bit mp again, so this should atleast make the mp regeneration A BIT faster...
problem is that he'll loose his currently weapon he's holding whenever he is on the second standing frame... :/
everything still a theory, testing it now
EDIT:
Just tested it:
the weaponact: 1000 has to be in every standing frame... you can change the "wait" of the first standing frame to whatever you want, the char will start regenerating after he reaches the second frame...
else most things are working fine, sometimes he does the light_weapon_attack instead of a normal punch but he doesn't keep the beerbottle and he looses the weapon he's holding while standing
Code for everyone who wants to try it outit's for template only, change his normal standing frames into the following lines...)
Code:
<frame> 0 standing
pic: 0 state: 0 wait: 10 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 1 standing
pic: 1 state: 17 wait: 0 next: 2 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 33 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 2 standing
pic: 1 state: 0 wait: 0 next: 3 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 3 standing
pic: 1 state: 17 wait: 0 next: 235 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 235 standing
pic: 2 state: 0 wait: 0 next: 236 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 33 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 236 standing
pic: 2 state: 17 wait: 0 next: 237 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 237 standing
pic: 2 state: 0 wait: 0 next: 238 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 238 standing
pic: 3 state: 17 wait: 0 next: 239 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 33 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 239 standing
pic: 3 state: 0 wait: 0 next: 240 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 240 standing
pic: 3 state: 17 wait: 0 next: 241 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 241 standing
pic: 0 state: 0 wait: 0 next: 242 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 33 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 242 standing
pic: 0 state: 17 wait: 0 next: 243 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 243 standing
pic: 0 state: 0 wait: 0 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 244 mp_wasting_punch
pic: 10 state: 3 wait: 2 next: 61 dvx: 1 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 250
itr:
kind: 2 x: 26 y: 58 w: 37 h: 23 vrest: 1
itr_end:
bdy:
kind: 0 x: 30 y: 18 w: 28 h: 60
bdy_end:
bdy:
kind: 0 x: 23 y: 35 w: 37 h: 24
bdy_end:
<frame_end>