Hannah Montana
Member
hello I ask about the usage of follow1, follow2, etc anims? with an example.
thanks.
thanks.
anim runattack
loop 0
delay 5
offset 34 107
move 1
bbox 0 0 0 0
followanim 1
followcond 1
fastattack 1
sound data/sounds/ryuratk.wav
frame data/chars/ryu/ratk00.gif
offset 19 103
frame data/chars/ryu/ratk01.gif
offset -2 99
attack 34 6 35 68 8
frame data/chars/ryu/ratk02.gif
attack 0 0 0 0 0
offset -2 100
attack 34 6 35 68 8
frame data/chars/ryu/ratk03.gif
offset -2 100
frame data/chars/ryu/ratk04.gif
offset -6 100
frame data/chars/ryu/ratk05.gif
offset 2 99
attack 0 0 0 0 0
frame data/chars/ryu/ratk06.gif
offset 20 99
frame data/chars/ryu/ratk07.gif
anim follow1
jumpframe 35
loop 0
delay 3
offset 26 101
bbox 19 12 27 66
move 0
energycost 10
fastattack 1
sound data/sounds/shoryuke.wav
frame data/chars/ryu/ratk08.gif
offset 24 93
bbox 20 10 34 68
frame data/chars/ryu/ratk09.gif
offset 26 89
bbox 25 10 32 55
frame data/chars/ryu/ratk10.gif
offset 27 82
bbox 31 8 29 47
frame data/chars/ryu/ratk11.gif
offset 27 87
frame data/chars/ryu/ratk12.gif
offset 27 87
frame data/chars/ryu/ratk13.gif
offset 27 87
attack 48 9 59 45 2
frame data/chars/ryu/ratk14.gif
offset 28 88
bbox 27 13 35 59
attack 0 0 0 0 0
frame data/chars/ryu/ratk15.gif
offset 26 91
bbox 21 10 37 61
frame data/chars/ryu/ratk16.gif
offset 26 91
frame data/chars/ryu/ratk18.gif
offset 28 88
frame data/chars/ryu/ratk19.gif
offset 27 87
attack 48 9 59 45 2
frame data/chars/ryu/ratk20.gif
attack 0 0 0 0 0
offset 28 88
frame data/chars/ryu/ratk19.gif
offset 26 91
frame data/chars/ryu/ratk18.gif
offset 24 93
bbox 20 10 34 68
frame data/chars/ryu/ratk09.gif
offset 26 89
bbox 25 10 32 55
frame data/chars/ryu/ratk10.gif
offset 27 87
attack 48 9 59 45 2
frame data/chars/ryu/ratk14.gif
offset 28 88
bbox 27 13 35 59
attack 0 0 0 0 0
frame data/chars/ryu/ratk15.gif
offset 26 91
bbox 21 10 37 61
frame data/chars/ryu/ratk16.gif
offset 26 91
frame data/chars/ryu/ratk18.gif
offset 28 88
frame data/chars/ryu/ratk19.gif
offset 27 87
attack 48 9 59 45 2
frame data/chars/ryu/ratk20.gif
attack 0 0 0 0 0
offset 28 88
frame data/chars/ryu/ratk19.gif
offset 26 91
frame data/chars/ryu/ratk18.gif
offset 24 93
bbox 20 10 34 68
frame data/chars/ryu/ratk09.gif
offset 26 89
bbox 25 10 32 55
frame data/chars/ryu/ratk10.gif
offset 27 87
bbox 27 13 35 59
attack 48 9 59 45 2
frame data/chars/ryu/ratk14.gif
offset 28 88
attack 0 0 0 0 0
frame data/chars/ryu/ratk15.gif
offset 26 91
frame data/chars/ryu/ratk16.gif
offset 26 91
frame data/chars/ryu/ratk18.gif
offset 28 88
frame data/chars/ryu/ratk19.gif
offset 27 87
attack 48 9 59 45 2
frame data/chars/ryu/ratk20.gif
attack 0 0 0 0 0
offset 27 85
bbox 0 0 0 0
delay 5
frame data/chars/ryu/free10.gif
offset 26 90
frame data/chars/ryu/free11.gif
offset 25 100
attack 31 10 38 66 2
move 10
frame data/chars/ryu/free12.gif
offset 16 141
attack 0 0 0 0
move 0
frame data/chars/ryu/free13.gif
offset 10 138
frame data/chars/ryu/free14.gif
offset 13 138
attack 6 0 28 107 15 1
frame data/chars/ryu/free15.gif
offset 13 138
frame data/chars/ryu/free16.gif
offset 25 135
attack 0 0 0 0 0 0
frame data/chars/ryu/free17.gif
offset 23 138
frame data/chars/ryu/free18.gif
offset 23 137
frame data/chars/ryu/free19.gif
offset 28 120
frame data/chars/ryu/free20.gif
followanim {value}
- Determines which FOLLOW animation played when followup condition is met or when counter condition is met.
- Possible values are 1, 2, 3 and 4.
- Used together with 'followcond' or 'counterframe'.
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 not 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 does not get killed or block the attack.
- Which FOLLOW animation played is determined by 'followanim'.
fastattack {bi}
- Normally, in order for an attack to hit entities multiple times, the attack boxes must be separated by at least one frame with an empty attack box (one set to all 0) and must also be separated by a brief delay.
- If this is set to 1, this animation's attack boxes are not restricted by the delay (it will still need an empty attack box between frames, though).
maxfollows 50
maxfreespecials 50
maxattacks 25
maxattacktypes 50
# Required objects. These must always be loaded.
load Flash data/chars/misc/flash.txt
# Players must also be loaded.
load Stone data/chars/Stone/Stone.txt
Attack types & animation limit
If you are receiving an error "Invalid animation name line xxx" , you need to rise the value of the max animations you use for each type. For example, if you have MAXFOLLOWS 4 and try to use FOLLOW10, you will receive that error and you need to change the MAXFOLLOWS to 10. No need to change the others if you aren't using more animations than the max value.
maxfollows {max}
- Sets the maximum number of followup animations i.e FOLLOW1, FOLLOW2 etc.
- {max} is number of available animations.
- Default is 4.