Regarding the piece of code below
why did the author of the double dragon RA decided to use
"followanim 14" when in the manual is limited to 1-4
and why is "forcedirection99" when the 99 value isn't even listed in the manual.
Is the manual that I came across not complete or can we use values higher than those found in the manual or these just typos?
manual references
forcedirection {dir}
If this command is declared, opponents hit by attackbox will face specific direction instead of facing entity.
Attackbox Supplement0 = no effect (used to turn off forcedirection).
-2 = Left. It means always left no matter where opponent is hit.
-1 = opposite of entity.
1 = same direction of entity.
2 = Right. It means always right no matter where opponent is hit.
Use this command with an attackbox of course.
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'.
why did the author of the double dragon RA decided to use
"followanim 14" when in the manual is limited to 1-4
and why is "forcedirection99" when the 99 value isn't even listed in the manual.
Is the manual that I came across not complete or can we use values higher than those found in the manual or these just typos?
Code:
anim follow13
loop 0
range -40 40
rangez -21 13
delay 2
offset 85 170
otg 2
followcond 2
followanim 14
attackone 1
hitfx data/sounds/goo.wav
@cmd conditionalflip2
frame data/chars/billy/ball/gr00.png
attack3 45 140 60 39 0 0 1 1 10 21
forcedirection 99
noreflect 1
nokill 1
delay 9
frame data/chars/billy/ball/gr00.png
delay 11
attack3 0 0 0 0 0 0
frame data/chars/billy/ball/gr0.png
frame data/chars/billy/ball/gr0.png
frame data/chars/billy/ball/j0.png
manual references
forcedirection {dir}
If this command is declared, opponents hit by attackbox will face specific direction instead of facing entity.
Attackbox Supplement0 = no effect (used to turn off forcedirection).
-2 = Left. It means always left no matter where opponent is hit.
-1 = opposite of entity.
1 = same direction of entity.
2 = Right. It means always right no matter where opponent is hit.
Use this command with an attackbox of course.
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'.