Protection

  • Thread starter Thread starter Pupuce
  • Start date Start date
P

Pupuce

Guest
How put itself in protection without that cancels freespecial ?

name Ryo
health 100
mp      100 0 0
speed 25
type player
gfxshadow 1
holdblock 1
blockpain      1
running        60  4.7  2  1
icon data/chars/Ryo/icon.gif
palette data/chars/Ryo/idle0.gif
remap  data/chars/Ryo/idle3.gif data/chars/Ryo/ALT1.gif




anim block
loop 0
delay 5
offset 38 105
bbox 11 9 60 96
frame data/chars/Ryo/blk01.gif

anim blockpain
loop 0
delay 5
offset 38 105
bbox 11 9 60 96
move -8
frame data/chars/Ryo/blk01.gif

anim special
loop 0
delay 9
offset 239 339
sound data/chars/Ryo/SOUNDS/FSPECIAL.wav
frame data/chars/Ryo/LSP01.gif
frame data/chars/Ryo/LSP02.gif
frame data/chars/Ryo/LSP03.gif
frame data/chars/Ryo/LSP04.gif
frame data/chars/Ryo/LSP05.gif
frame data/chars/Ryo/LSP06.gif
frame data/chars/Ryo/LSP07.gif
frame data/chars/Ryo/LSP08.gif
frame data/chars/Ryo/LSP09.gif
frame data/chars/Ryo/LSP10.gif
offset 239 339
attack 348 80 206 210 10 0 0 0 0 0
frame data/chars/Ryo/LSP11.gif
attack 0 0 0 0 0
frame data/chars/Ryo/LSP12.gif
frame data/chars/Ryo/LSP13.gif
frame data/chars/Ryo/LSP14.gif
attack 46 57 207 210 10 0 0 0 0 0
frame data/chars/Ryo/LSP15.gif
attack 0 0 0 0 0
frame data/chars/Ryo/LSP16.gif
frame data/chars/Ryo/LSP17.gif
frame data/chars/Ryo/LSP18.gif
attack 348 80 198 183 10 15 0 0 0 0
frame data/chars/Ryo/LSP19.gif
attack 0 0 0 0 0
frame data/chars/Ryo/LSP20.gif
frame data/chars/Ryo/LSP21.gif
frame data/chars/Ryo/LSP22.gif
blast 40 87 204 181 10 15 0 0 0 0
frame data/chars/Ryo/LSP23.gif


anim attack1
loop 0
delay 2
offset 190 350
bbox 80 87 39 83
frame data/chars/Ryo/a1-01a.gif
frame data/chars/Ryo/a1-01b.gif
attack 259 143 180 189 5 0 0 0 0 0
frame data/chars/Ryo/a1-01c.gif
frame data/chars/Ryo/a1-02a.gif
frame data/chars/Ryo/a1-02a.gif
attack 0 0 0 0 0
frame data/chars/Ryo/a1-02a.gif
frame data/chars/Ryo/a1-01a.gif

anim attack2
loop 0
delay 3
offset 99 183
bbox 66 49 43 88
sound data/chars/Ryo/sounds/blade.wav
frame data/chars/Ryo/A2-01.gif
frame data/chars/Ryo/A2-02.gif
bbox 73 49 43 88
frame data/chars/Ryo/A2-03.gif
bbox 65 43 45 95
attack 138 54 73 84 14
frame data/chars/Ryo/A2-05.gif
frame data/chars/Ryo/A2-06.gif
bbox 77 43 45 95
frame data/chars/Ryo/A2-07.gif
bbox 94 44 45 95
frame data/chars/Ryo/A2-08.gif
bbox 113 49 45 95
delay 2
frame data/chars/Ryo/A2-09.gif
frame data/chars/Ryo/A2-10.gif
frame data/chars/Ryo/A2-11.gif
frame data/chars/Ryo/A2-12.gif
frame data/chars/Ryo/A2-13.gif
frame data/chars/Ryo/A2-14.gif
frame data/chars/Ryo/A2-15.gif
attack 0 0 0 0 0 0
frame data/chars/Ryo/A2-16.gif
delay 3
frame data/chars/Ryo/A2-17.gif
frame data/chars/Ryo/A2-18.gif
frame data/chars/Ryo/A2-19.gif
bbox 94 48 45 95
frame data/chars/Ryo/A2-20.gif
bbox 75 43 45 95
frame data/chars/Ryo/A2-21.gif
frame data/chars/Ryo/A2-22.gif
attack 111 53 73 84 15
frame data/chars/Ryo/A2-23.gif
frame data/chars/Ryo/A2-24.gif
frame data/chars/Ryo/A2-25.gif
frame data/chars/Ryo/A2-26.gif
frame data/chars/Ryo/A2-27.gif
attack 0 0 0 0 0 0
frame data/chars/Ryo/A2-28.gif
bbox 66 49 43 88
frame data/chars/Ryo/A2-29.gif
attack 138 54 73 84 10 1
frame data/chars/Ryo/A2-30.gif
bbox 73 49 43 88
frame data/chars/Ryo/A2-31.gif
bbox 65 43 45 95
frame data/chars/Ryo/A2-33.gif
frame data/chars/Ryo/A2-34.gif
bbox 77 43 45 95
frame data/chars/Ryo/A2-35.gif
bbox 94 44 45 95
frame data/chars/Ryo/A2-36.gif
bbox 113 49 45 95

anim attack3
loop 0
delay 3
offset 99 183
bbox 113 49 45 95
loop 0
bbox 72 36 57 102
frame data/chars/Ryo/A3-01.gif
frame data/chars/Ryo/A3-02.gif
bbox 84 43 57 102
frame data/chars/Ryo/A3-03.gif
frame data/chars/Ryo/A3-04.gif
bbox 88 55 68 85
attack 157 109 39 28 5 1
frame data/chars/Ryo/A3-05.gif
attack 180 108 34 30 5 1
bbox 92 59 70 82
frame data/chars/Ryo/A3-06.gif
attack 189 108 30 26 5 1
sound data/chars/Ryo/sounds/at3.wav
frame data/chars/Ryo/A3-07.gif
attack 214 107 28 23 5 1
frame data/chars/Ryo/A3-08.gif
attack 229 103 28 25 5 1
frame data/chars/Ryo/A3-09.gif
attack 239 104 30 26 5 1
frame data/chars/Ryo/A3-10.gif
attack 251 103 30 27 5 1
frame data/chars/Ryo/A3-11.gif
attack 262 108 29 27 5 1
frame data/chars/Ryo/A3-12.gif
attack 269 111 32 26 5 1
frame data/chars/Ryo/A3-13.gif
attack 0
frame data/chars/Ryo/A3-13.gif
attack 279 111 34 20 10 1
frame data/chars/Ryo/A3-14.gif
attack 288 111 34 24 10 1
frame data/chars/Ryo/A3-15.gif
attack 298 107 29 26 10 1
frame data/chars/Ryo/A3-16.gif
attack 296 105 32 26 10 1
frame data/chars/Ryo/A3-17.gif
attack 291 105 30 21 10 1
frame data/chars/Ryo/A3-18.gif
attack 286 103 30 25 10 1
frame data/chars/Ryo/A3-19.gif
bbox 84 66 51 89
attack 282 107 26 25 10 1
frame data/chars/Ryo/A3-20.gif
attack 277 108 30 29 10 1
frame data/chars/Ryo/A3-21.gif
attack 269 109 35 28 10 1
frame data/chars/Ryo/A3-22.gif
attack 260 110 37 25 10 1
frame data/chars/Ryo/A3-23.gif
bbox 72 44 48 96
attack 253 107 27 24 10 1
frame data/chars/Ryo/A3-24.gif
attack 236 102 34 26 10 1
frame data/chars/Ryo/A3-25.gif
attack 215 99 33 32 10 1
frame data/chars/Ryo/A3-26.gif
attack 0
frame data/chars/Ryo/A3-27.gif
frame data/chars/Ryo/A3-28.gif
frame data/chars/Ryo/A3-29.gif
frame data/chars/Ryo/A3-30.gif
frame data/chars/Ryo/A3-31.gif
frame data/chars/Ryo/A3-32.gif

anim fall
loop 0
offset 195 360
delay 20
attack 70 87 56 61 17 1 0 0 0 0
frame data/chars/Ryo/fall1.gif
offset 195 360
frame data/chars/Ryo/fall1.gif
frame data/chars/Ryo/fall3.gif
offset 195 260
frame data/chars/Ryo/fall4.gif
frame data/chars/Ryo/fall5.gif

anim freespecial
delay 4
offset 99 183
sound data/chars/Ryo/sounds/fspecial.wav
frame data/chars/Ryo/sh01.gif
frame data/chars/Ryo/sh02.gif
frame data/chars/Ryo/sh03.gif
frame data/chars/Ryo/sh04.gif
frame data/chars/Ryo/sh05.gif
attack 149 80 123 41 30 1
frame data/chars/Ryo/sh06.gif
frame data/chars/Ryo/sh07.gif
frame data/chars/Ryo/sh08.gif
frame data/chars/Ryo/sh09.gif
frame data/chars/Ryo/sh10.gif
frame data/chars/Ryo/sh11.gif
frame data/chars/Ryo/sh12.gif
attack 137 55 87 129 20 1
frame data/chars/Ryo/sh13.gif
frame data/chars/Ryo/sh14.gif
frame data/chars/Ryo/sh15.gif
frame data/chars/Ryo/sh16.gif
frame data/chars/Ryo/sh17.gif
frame data/chars/Ryo/sh18.gif
frame data/chars/Ryo/sh19.gif
frame data/chars/Ryo/sh20.gif
attack 0 0 0 0 0 0
frame data/chars/Ryo/sh21.gif
frame data/chars/Ryo/sh23.gif
frame data/chars/Ryo/sh24.gif
frame data/chars/Ryo/sh25.gif

anim get
loop 0
delay 8
offset 99 183
frame data/chars/Ryo/get1.gif
frame data/chars/Ryo/get2.gif
delay 11
frame data/chars/Ryo/get3.gif
delay 5
frame data/chars/Ryo/get4.gif
frame data/chars/Ryo/get5.gif

anim grab
loop 0
delay 100
offset 99 183
bbox 93 90 32 78
frame data/chars/Ryo/grab.gif

anim grabattack
loop 0
offset 99 183
bbox 79 95 41 82
delay 7
frame data/chars/Ryo/a5-01.gif
frame data/chars/Ryo/a5-02.gif
attack 104 87 36 46 10
frame data/chars/Ryo/a5-03.gif
attack 0 0 0 0 0
frame data/chars/Ryo/a5-02.gif

anim grabattack2
loop 0
delay 7
offset 99 183
bbox 62 95 48 67
frame data/chars/Ryo/a7-01.gif
frame data/chars/Ryo/a7-02.gif
attack 90 100 59 63 17 1
frame data/chars/Ryo/a7-03.gif
frame data/chars/Ryo/a7-04.gif
frame data/chars/Ryo/a7-05.gif
frame data/chars/Ryo/a7-06.gif
attack 0 0 0 0 0 0
frame data/chars/Ryo/a7-07.gif
frame data/chars/Ryo/a7-08.gif
frame data/chars/Ryo/a7-09.gif

anim idle
loop 1
delay 25
offset 307 683
bbox 213 231 202 216
frame data/chars/Ryo/idle0.gif
frame data/chars/Ryo/idle1.gif
frame data/chars/Ryo/idle2.gif
frame data/chars/Ryo/idle1.gif
frame data/chars/Ryo/idle0.gif
frame data/chars/Ryo/idle1.gif
frame data/chars/Ryo/idle3.gif
frame data/chars/Ryo/idle1.gif

anim jump
loop 0
offset 92 176
bbox 75 65 51 79
delay 20
frame data/chars/Ryo/jump1.gif
bbox 22 28 48 109
delay 5
frame data/chars/Ryo/jump2.gif
frame data/chars/Ryo/jump3.gif
frame data/chars/Ryo/jump4.gif
frame data/chars/Ryo/jump5.gif
frame data/chars/Ryo/jump6.gif
frame data/chars/Ryo/jump7.gif
frame data/chars/Ryo/jump8.gif
frame data/chars/Ryo/jump9.gif
frame data/chars/Ryo/jump10.gif

anim jumpattack
loop 0
offset 66 128
delay 9
bbox 50 66 42 54
frame data/chars/Ryo/ak1.gif
offset 66 127
attack 74 82 72 39 12 1
frame data/chars/Ryo/ak2.gif
frame data/chars/Ryo/ak3.gif
frame data/chars/Ryo/ak2.gif
frame data/chars/Ryo/ak3.gif
frame data/chars/Ryo/ak2.gif
frame data/chars/Ryo/ak3.gif
frame data/chars/Ryo/ak2.gif
frame data/chars/Ryo/ak3.gif
frame data/chars/Ryo/ak2.gif
frame data/chars/Ryo/ak3.gif

anim jumpattack2
loop 0
offset 69 125
delay 7
bbox 56 56 33 61
frame data/chars/Ryo/ap1.gif
frame data/chars/Ryo/ap2.gif
attack 76 55 47 63 15 1
frame data/chars/Ryo/ap3.gif
frame data/chars/Ryo/ap4.gif
frame data/chars/Ryo/ap5.gif
attack 0 0 0 0 0
frame data/chars/Ryo/ap6.gif

anim land
loop 0
delay 10
offset 99 183
frame data/chars/Ryo/get1.gif

anim pain
loop 0
offset 183 326
bbox 109 97 106 198
delay 8
frame data/chars/Ryo/pain1.gif
delay 40
frame data/chars/Ryo/pain1.gif

anim rise
loop 0
offset 93 124
delay 8
frame data/chars/Ryo/rise1.gif
frame data/chars/Ryo/rise2.gif
frame data/chars/Ryo/rise3.gif
frame data/chars/Ryo/rise4.gif

anim RUN
loop 1
delay 7
offset 150 317
bbox 86 94 42 81
sound data/chars/Ryo/SO1.wav
bbox 86 94 42 81
frame data/chars/Ryo/run01.gif
frame data/chars/Ryo/run02.gif
frame data/chars/Ryo/run03.gif
frame data/chars/Ryo/run04.gif
frame data/chars/Ryo/run05.gif
frame data/chars/Ryo/run06.gif

anim throw
loop 0
delay 7
offset 99 183
frame data/chars/Ryo/ag01.gif
frame data/chars/Ryo/ag02.gif
delay 15
attack 127 79 91 52 30 1
frame data/chars/Ryo/ag03.gif
delay 6
frame data/chars/Ryo/ag03.gif
frame data/chars/Ryo/ag03.gif

anim waiting
offset 117 -80
frame data/chars/Ryo/sele.gif

anim walk
loop 1
delay 7
offset 150 317
bbox 86 94 42 81
frame data/chars/Ryo/walk1.gif
frame data/chars/Ryo/walk2.gif
frame data/chars/Ryo/walk3.gif
frame data/chars/Ryo/walk4.gif
frame data/chars/Ryo/walk5.gif
frame data/chars/Ryo/walk6.gif

#|edited by openBor Stats v 0.41
 
  I don't quite understand your question but before that, have you set this:

ajspecial      1

in your models.txt?

This is required so special button will be block button.
 
maxman said:
How is blockpain like? Is it similar to the SFA3 guard crush where the fighter has his/her guard gets crushed from an opponent's attack?

No. BLOCKPAIN# is for the animation of actually absorbing a blow while blocking. See older SNK games before they got lazy or most 3D fighters.

homo0044.png


There IS a guardbreak animation however. Funny enough it's called GUARDBREAK. There is also a system for using it that works exactly like Capcom's:

guardpoints: Current guard points.
maxguardpoints: Maximum guard points.
guardcost: (attack parameter) Amount of guard points this attack will cost to block.

If an attack uses up the last guard point, the defender goes into his/her GUARDBREAK animation. Guardpoints recover over time. All of these properties are open to script so you may customize them as you see fit.

By default this system is off and you can block as much as you like. FYI there is also an animation for being KO'd by block damage: CHIPDEATH.
 
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