dantedevil
Well-known member
It´s possible create a followcond for it is only active if the enemy is killed by the attack?
Somethig like this (5º):
followcond {value}
This command is to make the entity performs FOLLOW{#} if an attackbox in the animation hits.
value determines the condition requirements before FOLLOW{#} is played.
1, this animation will followup as long as it hits an entity.
2, this animation will followup as long as it hits an enemy (Or player if an enemy uses it).
3, this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.
4, this animation will followup as long as it hits an enemy, and the target is not killed, does not block the attack, and is not set to be ungrabbable.
5, this animation will followup as long as it hits an enemy, and the target is killed by the attack.
Which FOLLOW animation played is determined by 'followanim'.
Somethig like this (5º):
followcond {value}
This command is to make the entity performs FOLLOW{#} if an attackbox in the animation hits.
value determines the condition requirements before FOLLOW{#} is played.
1, this animation will followup as long as it hits an entity.
2, this animation will followup as long as it hits an enemy (Or player if an enemy uses it).
3, this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.
4, this animation will followup as long as it hits an enemy, and the target is not killed, does not block the attack, and is not set to be ungrabbable.
5, this animation will followup as long as it hits an enemy, and the target is killed by the attack.
Which FOLLOW animation played is determined by 'followanim'.
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