Crimsondeath
Active member
Hi to everyone, I add some weapons which break after they hit a certain number of enemies (or obstacles). I used the "followanim" command and "shootnum" with some "invisibles bullets" like this:
Rod item:
Rod weapon (wielding):
My question is: if it's possible that weapons have an animation of being drop broken when the "shootnum" reach "0"? Instead of just being dropped and disappear like in this gif?
Thanks
Rod item:
Code:
name Palo
type item
subtype weapon
counter 3
shadow 2
weapnum 8
shootnum 4 (4 hits to enemies or obstacles)
typeshot 1
falldie 1
icon data/chars/item/rod/icon.gif
palette data/chars/item/rod/idle1a.gif
Rod weapon (wielding):
Code:
name Isolda8 (Isolda using the "Palo" weapon)
type none
shadow 5
weaploss 1 8
weapnum 8
atchain 1
jugglepoints 15
knockdowncount 15
thold 0
jumpheight 3.3
holdblock 1
blockpain 1
bounce 1
noquake 1
...
anim attack1
loop 0
delay 7
bbox 86 46 20 95
offset 93 142
followcond 1 (If hits enemy or obstacle goes to "follow20" where shoots the invisible bullet to low the shootnum counter)
followanim 20
frame data/chars/isolda/isolda8/attack1a.gif
sound data/sounds/puncha.wav
frame data/chars/isolda/isolda8/attack1b.gif
jugglecost 15
OTG 0
attack 115 25 90 65 15 16 1 0 15 0
frame data/chars/isolda/isolda8/attack1c.gif
delay 4
attack 0 0 0 0
frame data/chars/isolda/isolda8/attack1c.gif
delay 14
frame data/chars/isolda/isolda8/attack1c.gif
...
anim follow20
loop 0
delay 4
bbox 86 46 20 85
offset 93 142
custknife nada (The "invisible bullet" xd)
throwframe 1 999
frame data/chars/isolda/isolda8/attack1c.gif
delay 28
frame data/chars/isolda/isolda8/attack1c.gif
My question is: if it's possible that weapons have an animation of being drop broken when the "shootnum" reach "0"? Instead of just being dropped and disappear like in this gif?

Thanks