Hi. I've created some moves (more devastating) on my character that cause the enemy hit to hit other enemies while falling. To simulate this condition, I used the "blast" command. However, I noticed that the "pausetime" isn't being read.Adding to that, blast is outdated anyway. Use attack as normal, and then add dropv/damageonlanding settings to get the "blasting" effect without being stuck with limitations and potential depreciation of the blast command.
DC
Can you explain these steps in detail, so that only certain moves have this effect and not all of them?
anim special
delay 5
offset 97 191
energycost 0
frame data/chars/ramon/a305.gif
frame data/chars/ramon/a306.gif
frame data/chars/ramon/a307.gif
frame data/chars/ramon/a308.gif
delay 4
frame data/chars/ramon/a309.gif
frame data/chars/ramon/a310.gif
frame data/chars/ramon/a311.gif
attack 28 97 66 70 20 1 1 0 10 20
dropv 2 5 0
damageonlanding 0 1
frame data/chars/ramon/sp01.gif
frame data/chars/ramon/sp02.gif
attack 96 90 77 70 20 1 1 0 10 20
dropv 2 5 0
damageonlanding 0 1
frame data/chars/ramon/sp03.gif
frame data/chars/ramon/sp04.gif
frame data/chars/ramon/sp05.gif
attack 20 98 74 67 20 1 1 0 10 20
dropv 2 5 0
damageonlanding 0 1
frame data/chars/ramon/sp06.gif
...
I understand that "damageonlanding" should be added to the enemies' .txt file. But doesn't that make this "bowling" condition always active?
It works! Thank you so much!!damageonlanding is declared after attack command like this:
Code:anim special delay 5 offset 97 191 energycost 0 frame data/chars/ramon/a305.gif frame data/chars/ramon/a306.gif frame data/chars/ramon/a307.gif frame data/chars/ramon/a308.gif delay 4 frame data/chars/ramon/a309.gif frame data/chars/ramon/a310.gif frame data/chars/ramon/a311.gif attack 28 97 66 70 20 1 1 0 10 20 dropv 2 5 0 damageonlanding 0 1 frame data/chars/ramon/sp01.gif frame data/chars/ramon/sp02.gif attack 96 90 77 70 20 1 1 0 10 20 dropv 2 5 0 damageonlanding 0 1 frame data/chars/ramon/sp03.gif frame data/chars/ramon/sp04.gif frame data/chars/ramon/sp05.gif attack 20 98 74 67 20 1 1 0 10 20 dropv 2 5 0 damageonlanding 0 1 frame data/chars/ramon/sp06.gif ...
Yes, it works with dropv declared also.
No, as shown above damageonlanding is declared in attacker's text not in defender's text. What's need to be declared in the latter is projectilehit to define which other entity type this knocked entity could hit. IOW it defined it enemy could hit other enemies when knocked or blasted if you will.
This bowling state will be deactivated when enemy lands on the ground.