Solved Newbie here. Help with attacks

Question that is answered or resolved.

FDTDev

New member
I'm trying to start using the engine, so I decompiled a couple of packs to see how are they done. I went to TMNT Recolored and Extended, that I understand very well what it's movement does. And I saw this:
Code:
anim attack1
    offset    78 112
    delay    10
    bbox    63 55 24 37
    hitfx   data/sounds/knifes.wav
    frame    data/chars/leo/aba1.gif
    delay 5
    frame    data/chars/leo/aba2.gif
    bbox    80 68 33 28
    attack    80 57 64 56 6 0 0 0 10
    frame    data/chars/leo/ab2.gif
    delay 10
    frame    data/chars/leo/ab2a.gif

and then this:

Code:
anim jumpforward
        delay   1
        offset    102 105
        bbox    97 53 22 34
        jumpframe 1 3
        dive 2 3
        hitflash bflash
        frame    data/chars/leo/ja1.gif
        delay 5
        frame    data/chars/leo/ja1.gif
        offset    65 72
        bbox    38 34 22 35
        attack  42 35 46 33 10 1 1 0 20
        delay   100
        frame    data/chars/leo/jk2.gif

For what I understand, the "attack" command only does attack in the frame it is declared.. but if that's the case, how is that the jumpattack (the classic descending air kick of the games) does damage in all it's duration ? Can somebody explain it to me ? Thanks!
 
Last edited:
Hello and Welcome :)

The attack remains open for the whole duration of its animation until attack (frame data) is closed using attack 0 0 0 0 0 on the frame previous, this is where the attack will cease.

I'd highly recommend giving the OpenBor manual a read so you can cross reference what you're studying inside the paks you decompile.
 
Last edited:
the only way to make another frame also damage in sequence is by adding a empty attackbox on the next frame so that on another frame you can put attackbox again to a "second" attack,however the way it is on the jumpattack isn't trying that at all,setting many attackboxes without empty attackbox between them will simply be a case of one frame damage then the other frames won't give damage
 
Thank you both! that's what i needed :D
Also, I'm with the manual open to do this, but I couldn't find where it confirm the behaviour that you said it has (that's obviously right). I was under the false assumption that the frame where the attack happened was the only where the collision was tested.
Thanks again!
 
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