pausetime help

kmilloz

Member
I'm trying to make an attack with a break to hit the enemy, but nothing happens with these paramentros:

attack 35 5 60 83 10 1 0 0 5 0

can someone help me? Thank you.
 
Oh that's because blast command is slightly different than regular attack command

attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}

blast {x} {y} {right} {down} {damage} {block} {noflash} {pausetime} {z}

See the red colored parameter? That's the parameter blast doesn't have
 
Adding to that, blast is outdated anyway. Use attack as normal, and then add dropv/damageonlanding settings to get the "blasting" effect without being stuck with limitations and potential depreciation of the blast command.

DC
 
Adding to that, blast is outdated anyway. Use attack as normal, and then add dropv/damageonlanding settings to get the "blasting" effect without being stuck with limitations and potential depreciation of the blast command.

DC
Hi. I've created some moves (more devastating) on my character that cause the enemy hit to hit other enemies while falling. To simulate this condition, I used the "blast" command. However, I noticed that the "pausetime" isn't being read.
Can you explain these steps in detail, so that only certain moves have this effect and not all of them?
I understand that "damageonlanding" should be added to the enemies' .txt file. But doesn't that make this "bowling" condition always active? I wouldn't want that.
Thanks, I hope you'll reply.
 
Can you explain these steps in detail, so that only certain moves have this effect and not all of them?

damageonlanding is declared after attack command like this:

Code:
anim    special
    delay    5
    offset    97 191
    energycost 0
    frame    data/chars/ramon/a305.gif
    frame    data/chars/ramon/a306.gif
    frame    data/chars/ramon/a307.gif
    frame    data/chars/ramon/a308.gif
        delay   4
    frame    data/chars/ramon/a309.gif
    frame    data/chars/ramon/a310.gif
    frame    data/chars/ramon/a311.gif
        attack    28 97 66 70 20 1 1 0 10 20
    dropv    2 5 0
    damageonlanding 0 1
        frame   data/chars/ramon/sp01.gif
        frame   data/chars/ramon/sp02.gif
        attack    96 90 77 70 20 1 1 0 10 20
    dropv    2 5 0
    damageonlanding 0 1
        frame   data/chars/ramon/sp03.gif
        frame   data/chars/ramon/sp04.gif
        frame   data/chars/ramon/sp05.gif
        attack    20 98 74 67 20 1 1 0 10 20
    dropv    2 5 0
    damageonlanding 0 1
        frame   data/chars/ramon/sp06.gif
...

Yes, it works with dropv declared also.

I understand that "damageonlanding" should be added to the enemies' .txt file. But doesn't that make this "bowling" condition always active?

No, as shown above damageonlanding is declared in attacker's text not in defender's text. What's need to be declared in the latter is projectilehit to define which other entity type this knocked entity could hit. IOW it defined it enemy could hit other enemies when knocked or blasted if you will.
This bowling state will be deactivated when enemy lands on the ground.
 
damageonlanding is declared after attack command like this:

Code:
anim    special
    delay    5
    offset    97 191
    energycost 0
    frame    data/chars/ramon/a305.gif
    frame    data/chars/ramon/a306.gif
    frame    data/chars/ramon/a307.gif
    frame    data/chars/ramon/a308.gif
        delay   4
    frame    data/chars/ramon/a309.gif
    frame    data/chars/ramon/a310.gif
    frame    data/chars/ramon/a311.gif
        attack    28 97 66 70 20 1 1 0 10 20
    dropv    2 5 0
    damageonlanding 0 1
        frame   data/chars/ramon/sp01.gif
        frame   data/chars/ramon/sp02.gif
        attack    96 90 77 70 20 1 1 0 10 20
    dropv    2 5 0
    damageonlanding 0 1
        frame   data/chars/ramon/sp03.gif
        frame   data/chars/ramon/sp04.gif
        frame   data/chars/ramon/sp05.gif
        attack    20 98 74 67 20 1 1 0 10 20
    dropv    2 5 0
    damageonlanding 0 1
        frame   data/chars/ramon/sp06.gif
...

Yes, it works with dropv declared also.



No, as shown above damageonlanding is declared in attacker's text not in defender's text. What's need to be declared in the latter is projectilehit to define which other entity type this knocked entity could hit. IOW it defined it enemy could hit other enemies when knocked or blasted if you will.
This bowling state will be deactivated when enemy lands on the ground.
It works! Thank you so much!! 🔥
 
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