SLAM IS EASY:
@cmd position [1] [2] [3] [4] [5] - this controls the victims image frame and position, and it needs to declared for
each frame of the slam/throw
[1] # of fall7 animation (starts in 0)
[2] X axis -/+ left / right
[3] Y axis -/+ down / up
[4] Z axis -/+ (layer position) (ex: -1 behind attacker | 1 infront attacker // -10 more behind | 10 more infront)
[5] Controls victims facing direction: 0 = no change, 1 = same direction as slammer/thrower,
-1 = opposite direction as slammer
Example: @cmd position
@cmd position 6 50 45 -1 -1
So It will load sprites in a created anim "fall7" that contain all the needed sprites for the pain anim.
The 1st number in "posistion" is the FRAME NUMBER in FALL7 of the enemy that you would like to use but you can specify which frame to use per frame for your hero.
EX:
anim fall7
drawmethod 195 250 0 0 0 0 -1
delay 1000
offset 89 175
frame data/chars/chunli/hit1.png <---Frame 1
frame data/chars/chunli/fall15.png <---Frame 2
frame data/chars/chunli/fall14.png <---Frame 3
frame data/chars/chunli/fall29.png <---Frame 4
But you can have as many as you want but make sure you use the "same type" of frame for every character.
You have my old mod so this should be familiar with Sean (Forward, Down, Special):
Code:
anim freespecial9
drawmethod 195 250 0 0 0 0 -1
followanim 1
followcond 1
energycost 8
mponly 1
loop 0
delay 5
offset 89 175
BBox 48 101 81 76
Delay 10
Attack 48 101 81 76 0 0 1 0 0
move 15
Frame data\chars\sean\slide1.png
Frame data\chars\sean\slide2.png
Attack 0
Frame data\chars\sean\slide3.png
anim follow1
drawmethod 195 250 0 0 0 0 -1
hitfx data/sounds/hit1.wav
hitflash qflash2
fastattack 1
@cmd stop
@cmd lock
@cmd slamStart
@cmd position 0 20 1 -2 -1
delay 6
offset 89 175
sound data/chars/sean/mata.wav
frame data/chars/sean/tackle1.png
@cmd position 0 25 1 -2 -1
move 7
frame data/chars/sean/tackle2.png
@cmd position 1 0 40 -2 -1
frame data/chars/sean/tackle3.png
@cmd position 3 -13 1 -2 -1
frame data/chars/sean/tackle4.png
frame data/chars/sean/tackle5.png
move 0
frame data/chars/sean/tackle6.png
frame data/chars/sean/pound1.png
sound data/sounds/sw.wav
frame data/chars/sean/pound2.png
@cmd hurt2 3 1
@cmd spawn01 "qflash2" 0 20 1
sound data/sounds/hit1.wav
frame data/chars/sean/pound3.png
frame data/chars/sean/pound4.png
frame data/chars/sean/pound5.png
frame data/chars/sean/pound6.png
sound data/sounds/sw.wav
frame data/chars/sean/pound7.png
@cmd hurt2 4 1
@cmd spawn01 "qflash2" 0 20 1
sound data/sounds/hit1.wav
frame data/chars/sean/pound8.png
frame data/chars/sean/pound9.png
frame data/chars/sean/pound10.png
frame data/chars/sean/pound1.png
sound data/sounds/sw.wav
frame data/chars/sean/pound2.png
@cmd hurt2 4 1
@cmd spawn01 "qflash2" 0 20 1
sound data/sounds/hit1.wav
frame data/chars/sean/pound3.png
frame data/chars/sean/pound4.png
frame data/chars/sean/pound5.png
frame data/chars/sean/pound6.png
sound data/sounds/sw.wav
frame data/chars/sean/pound7.png
@cmd hurt2 5 1
@cmd spawn01 "qflash2" 0 20 1
sound data/sounds/hit1.wav
frame data/chars/sean/pound8.png
frame data/chars/sean/pound9.png
frame data/chars/sean/pound10.png
#
offset 89 175
frame data/chars/sean/smash1.png
frame data/chars/sean/smash2.png
frame data/chars/sean/smash3.png
@cmd spawn02 "flash3"
@cmd spawn01 "flash4" 0 130 1
sound data/chars/sean/speech2.wav
frame data/chars/sean/smash4.png
@cmd finish 25 3 2 0 -1
@cmd spawn01 "wave" 0 0 -1
sound data/sounds/hit1.wav
@cmd depost
@cmd clearSlam
frame data/chars/sean/smash5.png
frame data/chars/sean/smash6.png
frame data/chars/sean/smash1.png
frame data/chars/sean/smash7.png
frame data/chars/sean/slide3.png
frame data/chars/sean/roll1.png
frame data/chars/sean/rise11.png
Even Chun Li's GRABBACKWARD:
Code:
anim grabbackward
drawmethod 195 250 0 0 0 0 -1
attackone 0
hitfx data/sounds/bukk.wav
@cmd lock
@cmd slamStart
@cmd position 0 22 0 -1 0
offset 89 183
delay 20
sound data/sounds/grab.wav
@cmd spawn01 "fblock" 25 90 1
frame data/chars/chunli/flipk13.png
@cmd position 0 25 0 -1 0
Delay 5
offset 88 183
sound data/chars/chunli/haaa.wav
frame data/chars/chunli/flipk1.png
sound data/sounds/ss1.wav
frame data/chars/chunli/flipk1.png
frame data/chars/chunli/flipk2.png
@cmd position 1 0 75 -1 1
Delay 10
offset 87 195
frame data/chars/chunli/flipk3.png
frame data/chars/chunli/flipk4.png
@cmd position 2 -25 55 -1 1
Delay 6
offset 109 169
Attack -25 -6 60 70 12 1 1 0 20
frame data/chars/chunli/flipk5.png
frame data/chars/chunli/flipk6.png
@cmd position 2 -30 0 -1 1
@cmd hurt 24
@cmd spawn01 "down" -40 0 1
Delay 15
offset 97 140
Attack -12 15 74 53 12 1 1 0 20
frame data/chars/chunli/flipk7.png
@cmd position 3 -40 0 -1 1
@cmd finish 0 -2 2 0 1
@cmd depost
@cmd clearSlam
Delay 7
offset 97 140
Attack 0
frame data/chars/chunli/flipk8.png
offset 97 175
frame data/chars/chunli/da14.png
frame data/chars/chunli/da15.png
Not hard at all, just have to know what it all means. I put the meaning up top so you can study and gave you examples you already have and I'm sure you've seen already how they work, now go make magic ;D