how works follow1,follow2?

Follow animations work as followups after attacks from certain conditions.

Example:
Code:
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).

If you are going to increase the limit of follow animations, put maxfollows in models.txt. You can put how many follow animations higher as your limit than its actual limit of 4 follow animations.

It goes like this in models.txt:
Code:
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.
 
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