Bruce
Active member
Hello everyone,
First of all, I am sorry if this issue has already been asked.
I seem to have issues with the offset being persisted when performing a skill after an air combo in the air.
Everything works fine except the idle animation appears at the X offset from the first frame instead of the last offset of the freespecial23 below.
I don't know how to explain it, please look at the notes at frame 16 for details. Basically, the idle animation does not appear where the last X offset ends.
I captured these frames from another game, and most of the movements are all set without having to set the offset for each frame.
Also, if I set the offset for each frame, the animation won't look right or harder to set up the good offsets for them.
Does anyone know a way to have the idle animation appear at the the X offset from frame 16 which is 600 __ of the anim freespecial23?
Thank you very much
First of all, I am sorry if this issue has already been asked.
I seem to have issues with the offset being persisted when performing a skill after an air combo in the air.
Everything works fine except the idle animation appears at the X offset from the first frame instead of the last offset of the freespecial23 below.
I don't know how to explain it, please look at the notes at frame 16 for details. Basically, the idle animation does not appear where the last X offset ends.
I captured these frames from another game, and most of the movements are all set without having to set the offset for each frame.
Also, if I set the offset for each frame, the animation won't look right or harder to set up the good offsets for them.
Does anyone know a way to have the idle animation appear at the the X offset from frame 16 which is 600 __ of the anim freespecial23?
Thank you very much
Code:
anim freespecial23
jumpframe 10 -4 5
landframe 16
quakeframe 16 6 15 # {frame} {loops} {intensity}
hitfx data/sounds/beat.wav
hitflash Flash
fastattack 1
attackone 0
@cmd changeentityproperty getlocalvar("self") "aiflag" "drop" 0
@cmd changeentityproperty getlocalvar("self") "aiflag" "falling" 0
delay 4
@cmd dasher 2 4 0 # X Y Z
bbox 0 0 0 0
offset 838 506
frame data/chars/Dante/SkyDance01.png
frame data/chars/Dante/SkyDance02.png
frame data/chars/Dante/SkyDance03.png
offset 792 548
frame data/chars/Dante/SkyDance04.png
offset 770 632
frame data/chars/Dante/SkyDance05.png
offset 755 619
frame data/chars/Dante/SkyDance06.png
frame data/chars/Dante/SkyDance07.png
offset 773 619
frame data/chars/Dante/SkyDance08.png
offset 700 604
frame data/chars/Dante/SkyDance09.png
attack 0 0 0 0
offset 650 608
frame data/chars/Dante/SkyDance10.png
attack 580 255 346 342 5 100 1 0 10 50
dropv 3 4
offset 719 563
frame data/chars/Dante/SkyDance11.png
attack 0 0 0 0
offset 700 692
frame data/chars/Dante/SkyDance12.png
attack 696 402 322 226 5 100 1 0 10 50
dropv 3 4
offset 660 675
frame data/chars/Dante/SkyDance13.png
attack 0 0 0 0
offset 730 780
frame data/chars/Dante/SkyDance14.png
offset 643 924
frame data/chars/Dante/SkyDance15.png
attack 670 659 312 241 10 100 1 0 10 50
dropv -5 4
delay 999
# It does not matter what offset I have here,
# frame 16 to 37 will still work with this offset, but the idle animation appears
# at the X offset from frame 1 which is 838 __ after anim freespecial23 is finished
offset 600 1020
frame data/chars/Dante/SkyDance16.png
delay 5
frame data/chars/Dante/SkyDance17.png
......
......
frame data/chars/Dante/SkyDance36.png
frame data/chars/Dante/SkyDance37.png
Last edited: