An attack that can also counter

DJGameFreakTheIguana

Active member
To start off, I'm trying to achieve something like the block system in Knights and Dragons: Endless Quest
anim block #attackbackward
shadowcoords 218 198
loop 0
delay 80
bbox 212 143 30 55
offset 225 198
frame data/chars/barbar/guard00.gif
@cmd performattack getlocalvar("self") openborconstant("ANI_FOLLOW1")
frame data/chars/barbar/guard00.gif

anim follow1
shadowcoords 218 198
loop 0
delay 40
offset 225 198
bbox 212 143 30 55
sound data/sounds/pain01.wav
@cmd projectile 1 "fatigue" 0 0 0
frame data/chars/barbar/idle01.gif
frame data/chars/barbar/idle02.gif
frame data/chars/barbar/idle01.gif
frame data/chars/barbar/idle02.gif

anim blockpain #follow1
shadowcoords 218 198
subentity dust01
spawnframe 0 0 0 0 0
loop 0
bbox 0 0 0 0
sound data/sounds/block01.wav
offset 225 198
delay 2
move -6
@cmd projectile 1 "block" 0 0 0
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -6
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -5
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -5
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -4
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -4
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -3
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -3
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -2
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -2
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -1
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move -1
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
move 0
frame data/chars/barbar/guard00.gif
frame data/chars/barbar/guard00.gif
# @cmd makeInv 180 #invincible 1 second
frame data/chars/barbar/guard00.gif
delay 1
@cmd pblock
frame data/chars/barbar/guard00.gif

For my character, Marina, I'm giving her a attack where she'll throw and enemy if she grabs them, which is the easy part, but I also want the grab to be able to do the same thing but if hit while doing the animation, which would trigger the same animation, except she throws her own projectile
anim Freespecial8 #FSP8
loop 0
delay 5
offset 291 211
mpcost 30
mponly 1
followanim 2
followcond 3
bbox 287 178 15 30
@cmd dasher 1 0 0 0
frame data/chars/Marina/0_800-0.gif
#@cmd performattack getlocalvar("self") openborconstant("ANI_FOLLOW1")
frame data/chars/Marina/0_800-1.gif
bbox 285 181 24 27
attack1 292 190 24 20 1 1 0 0 0 20
dropv 2.0 -1.0
frame data/chars/Marina/0_800-2.gif
attack1 291 187 32 24 1 1 0 0 0 20
dropv 2.0 -1.0
frame data/chars/Marina/0_800-3.gif
@cmd dasher 0 0 0 0
bbox 289 179 23 28
attack1 291 184 37 27 1 1 0 0 0 20
dropv 2.0 -1.0
frame data/chars/Marina/0_800-4.gif
attack1 291 180 37 30 1 1 0 0 0 20
dropv 2.0 -1.0
frame data/chars/Marina/0_800-5.gif

anim follow1
loop 0
delay 5
offset 291 207
frame data/chars/Marina/0_610-0.gif
frame data/chars/Marina/0_610-1.gif
frame data/chars/Marina/0_610-2.gif
frame data/chars/Marina/0_610-3.gif
frame data/chars/Marina/0_610-4.gif
frame data/chars/Marina/0_610-5.gif
frame data/chars/Marina/0_610-6.gif
frame data/chars/Marina/0_610-7.gif
@cmd shoot "XFSP2" 0 0 0
blast 291 178 27 28 1 1 0 0 0 20
dropv 2.0 5
frame data/chars/Marina/0_610-8.gif
blast 291 178 27 28 1 1 0 0 0 20
dropv 2.0 5
frame data/chars/Marina/0_610-9.gif
frame data/chars/Marina/0_610-10.gif
blast 0
frame data/chars/Marina/0_610-11.gif

anim follow2
loop 0
delay 3
offset 291 207
frame data/chars/Marina/0_610-0.gif
frame data/chars/Marina/0_610-1.gif
frame data/chars/Marina/0_610-2.gif
frame data/chars/Marina/0_610-3.gif
frame data/chars/Marina/0_610-4.gif
frame data/chars/Marina/0_610-5.gif
frame data/chars/Marina/0_610-6.gif
frame data/chars/Marina/0_610-7.gif
blast 291 178 27 28 1 1 0 0 0 20
dropv 2.0 5
frame data/chars/Marina/0_610-8.gif
blast 291 178 27 28 1 1 0 0 0 20
dropv 2.0 5
frame data/chars/Marina/0_610-9.gif
frame data/chars/Marina/0_610-10.gif
blast 0
frame data/chars/Marina/0_610-11.gif

I already tried with the script which just made her do follow1 automatically. Didn't know that's how the script worked until I tried it.

x)
 
I'm giving her a attack where she'll throw and enemy if she grabs them, which is the easy part, but I also want the grab to be able to do the same thing but if hit while doing the animation, which would trigger the same animation, except she throws her own projectile

I'm puzzled here. Let me get this right: if Marina attacks and hits an enemy, she'll throw the latter. However, if she were attacked while attacking, she'll counter by shooting something.
 
Honestly that's pretty much how the attack works when you grab an enemy, and that works just fine

What I'm trying to do is to have marina do the same animation when hit, except a projectile is thrown. The best example I can think of is Yamazaki's move where he does an uppercut with his good hand that throws fireballs back at his opponent if he catches it. I found a video for it, the move is called double return and it plays at 1:03

I'm puzzled here. Let me get this right: if Marina attacks and hits an enemy, she'll throw the latter. However, if she were attacked while attacking, she'll counter by shooting something.
Bingo. Check the video I posted above
 
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