MysticalMist
Well-known member
I have one particular enemy where whenever they're knocked down, the player is still able to grab them? It makes for an easily exploitable loop where the player can just endlessly throw them and for some reason, it only seems to happen with that particular npc. Here is their stats and the fall animation in question.
The fall animation:
Is there anything I'm missing in particular? I find this kinda odd.
Code:
type enemy
health 1250
score 15000 5
gfxshadow 1
nodieblink 1
riseinv 1
speed 15
nolife 1
falldie 2
aggression 3000
nodieblink 3
aimove avoidx
dust dust dust dust
jugglepoints 30
subject_to_screen 1
subject_to_platform 1
defense normal3 1 100
animationscript data/scripts/escript.c
ondrawscript data/scripts/shadowon.c
script data/scripts/superarmorVelvette.c
remap data/chars/altvelvette/idle/0.png data/chars/altvelvette/freeze.png
fmap 1
knockdowncount 30
lifebarstatus 200 10 0 1 0 0 0 0 0
lifeposition 145 250
nameposition 145 240
iconposition 110 235
antigravity 6
aggression 200
escapehits 5
The fall animation:
Code:
anim fall
landframe 1
@script
void self = getlocalvar("self"); //Get calling entity.
int Health = getentityproperty(self,"health");
if(Health <= 0){
changeentityproperty(self, "Subject_to_minz", 1);
changeentityproperty(self,"subject_to_screen",1);
}
@end_script
offset 57 103
delay 9999
bbox 20 57 77 31
attack 19 77 61 11 5 9999 0 0 5 0
frame data/chars/altvelvette/dmg/2.png
delay 80
offset 57 103
bbox none
attack none
frame data/chars/altvelvette/dmg/3.png
Is there anything I'm missing in particular? I find this kinda odd.
