The enemy hits you one time and can't hit you again

Crimsondeath

Active member
It's an strange bugs that's happening and I don't know why, it's present on Silver Night's Crusaders and I'm looking to fix it x.x .

Here is the entity:
Code:
name         Black_Dragon_
health         72
nomove        1 1
type         enemy
noquake       1
nopain       1
nodrop       2
setlayer       100
death        1
score        1000 -1
subject_to_gravity 0
subject_to_wall  0
subject_to_obstacle 0
subject_to_platform 0
hostile         player npc
candamage       player npc
icon         data/chars/misc/bgmonster.gif

diesound          data/sounds/dragon_death.wav

animationscript  data/scripts/entities/blackdragon/blackdragon.c
takedamagescript data/scripts/blink.c

load Black_dragon_rib
load Spirit_die2
load Black_dragon_RBase
load Black_dragon_fire

palette           data/chars/blackdragon/head1.gif
alternatepal     data/chars/blackdragon/blink.gif




















anim    death
    loop    0
    delay    3
    offset    15 27
    bouncefactor    2
    @cmd    spawnbind "Spirit_die2" 30 15 101
    sound    data/sounds/explosion-fire.wav
    frame    data/chars/blackdragon/death1.gif
    @cmd    stop
    @cmd    subjectGravity 1
    frame    data/chars/blackdragon/death2.gif
    @cmd    clearL
    frame    data/chars/blackdragon/death3.gif
    delay    100
    frame    data/chars/blackdragon/death4.gif
    delay    1
    frame    data/chars/blackdragon/death4.gif
    frame    data/chars/blackdragon/death4.gif
    frame    data/chars/blackdragon/death4.gif
       
anim    fall
    offset    15 17
    delay    10
    @cmd    stop
    frame    data/chars/blackdragon/head5.gif
    @cmd    beidle
    frame    data/chars/blackdragon/head5.gif
       
anim    follow1
@script
        void self = getlocalvar("self");
        int r = rand()%30;

        if( frame == 0){
          if( r > 0){
            changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
          }
        }
    @end_script  
    loop    0
    delay    1
    offset    15 17
    bbox    13 7 44 20
    hitfx    data/sounds/slash.wav
    attack2    13 7 44 20 18 0 0 0 0 0
    frame    data/chars/blackdragon/head5.gif
    delay    10
    @cmd    dasher -2 0 1
    frame    data/chars/blackdragon/head4.gif
    frame    data/chars/blackdragon/head3.gif
    delay    100
    @cmd    stop
    frame    data/chars/blackdragon/head3.gif
    delay    1
    sound    data/sounds/dragon_attack.wav
    frame    data/chars/blackdragon/head3.gif
    delay    40
    hitfx    data/sounds/slash.wav
    attack2    13 7 44 34 18 0 0 0 0 0
    @cmd    targetT 40 0 -10 0
    @cmd    dash 0 0
    sound    data/sounds/dragon_attack.wav
    frame    data/chars/blackdragon/head3.gif
    delay    100
    @cmd    stop
    frame    data/chars/blackdragon/head3.gif
    delay    1
    frame    data/chars/blackdragon/head3.gif
    delay    40
    hitfx    data/sounds/slash.wav
    attack2    13 7 44 20 18 0 0 0 0 0
    @cmd    returner 40
    frame    data/chars/blackdragon/head4.gif
    delay    10
    @cmd    stop
    frame    data/chars/blackdragon/head5.gif
    @cmd    beidle
    frame    data/chars/blackdragon/head5.gif
    delay    1
    attack2    0 0 0 0
    frame    data/chars/blackdragon/head5.gif
       
anim    follow2
    delay    1
    offset    15 17
    bbox    13 7 44 22
    attack    13 7 44 22 6 0 0 0 0 0
    frame    data/chars/blackdragon/head5.gif
    delay    60
    @cmd    dasher 0 -1.6 0
    frame    data/chars/blackdragon/head5.gif
    @cmd    dasher 0 1.6 0
    frame    data/chars/blackdragon/head5.gif
    delay    15
    frame    data/chars/blackdragon/head5.gif
    sound    data/sounds/dragon_attack.wav
    frame    data/chars/blackdragon/head4.gif
    frame    data/chars/blackdragon/head4.gif
    frame    data/chars/blackdragon/head3.gif
    @cmd    dasher 0 -1.6 0
    @cmd    shooter2 "Black_dragon_Fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_Fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head3.gif
    @cmd    shooter2 "Black_dragon_Fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_Fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    dasher 0 1.6 0
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    shooter2 "Black_dragon_fire" 20 0 1.5 0
    frame    data/chars/blackdragon/head2.gif
    @cmd    dasher 0 -1.6 0
    frame    data/chars/blackdragon/head2.gif
    frame    data/chars/blackdragon/head3.gif
    frame    data/chars/blackdragon/head4.gif
    frame    data/chars/blackdragon/head5.gif
    delay    1
    attack    0
    @cmd    stop
    @cmd    beidle
    frame    data/chars/blackdragon/head5.gif
       
anim    idle
    loop    1
    delay    1
    offset    15 17
    @cmd    clearL
    bbox    13 7 44 15
    attack    13 7 44 15 60 0 0 0 0 0
    frame    data/chars/blackdragon/head1.gif
    delay    30
    @cmd    dasher 0 -1.6 0
    frame    data/chars/blackdragon/head1.gif
    @cmd    dasher 0 1.6 0
    frame    data/chars/blackdragon/head1.gif
    frame    data/chars/blackdragon/head1.gif
    @cmd    dasher 0 -1.6 0
    frame    data/chars/blackdragon/head1.gif
    delay    1
    attack    0 0 0 0
    @cmd    stop
    @cmd    attack0 "ANI_FOLLOW1"
    frame    data/chars/blackdragon/head1.gif
       
anim    pain
    loop    0
    delay    5
    offset    15 17
    attack    13 7 44 21 60 0 0 0 0 0
    frame    data/chars/blackdragon/head5.gif
    delay    1
    attack    0 0 0 0
    frame    data/chars/blackdragon/head5.gif
       
anim    rise
    loop    0
    delay    5
    offset    15 17
    attack    13 7 44 21 6 0 0 0 0 0
    frame    data/chars/blackdragon/head5.gif
    delay    1
    attack    0 0 0 0
    frame    data/chars/blackdragon/head5.gif
       
anim    spawn
    loop    0
    delay    1
    offset    15 17
    attack    13 7 44 21 60 0 0 0 0 0
    frame    data/chars/blackdragon/head5.gif
    bbox    13 7 44 15
    sound    data/sounds/dragon_spawn.wav
    @cmd    spawnChainPoint "Black_dragon_RBase" 0 0 0 0
    frame    data/chars/blackdragon/head5.gif
    @cmd    spawnChainLink "Black_dragon_Rib" 0 0.5 0 0 0
    @cmd    spawnChainLink "Black_dragon_Rib" 0 0.125 0 0 0
    @cmd    spawnChainLink "Black_dragon_Rib" 0 0.25 0 0 0
    @cmd    spawnChainLink "Black_dragon_Rib" 0 0.375 0 0 0
    @cmd    spawnChainLink "Black_dragon_Rib" 0 0.625 0 0 0
    @cmd    spawnChainLink "Black_dragon_Rib" 0 0.75 0 0 0
    @cmd    spawnChainLink "Black_dragon_Rib" 0 0.875 0 0 0
    frame    data/chars/blackdragon/head5.gif
    delay    75
    @cmd    dasher -1 0 0
    frame    data/chars/blackdragon/head5.gif
    delay    1
    attack    0
    @cmd    getxy
    @cmd    stop
    frame    data/chars/blackdragon/head5.gif
       
anim    walk
    loop    1
    delay    12
    offset    15 17
    bbox    13 7 44 21
    attack    13 7 44 21 6 0 0 0 0 0
    frame    data/chars/blackdragon/head5.gif
    delay    1
    attack    0
    frame    data/chars/blackdragon/head5.gif


I'm sure i'm not using any changeentityproperty "candamage" The bugs happend just with this entity.

The entity also spawns "Black_dragon_Fire" and "Black_dragon_Rib" which can damage the player at anytime, but the main entity just can give 1 hit to the player and them any of it's attacks can't damage the player again.

OpenBoR v3.0 Build , Compile Date: May 12 2023
 
Last edited:
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