Solved Anim Block and Anim Special

Question that is answered or resolved.

gabo-hanzo

Well-known member
Hello friends.
Sorry if this is already solved, I didn't find the solution in the manual.
I need to use the "anim special" and "anim block" commands.
since I need that when executing the special the player can get out of any attack or grabattack and with Freespecial I can't get the player to escape from the attacks of the enemies when they are chained.
I tried this but it didn't work
#com a2 freespecial8
com a3 freespecial4
com a4 freespecial7
com S special
com K block
 
Add ajspecial 1 in models.txt if you have anim block and anim special for your character.

Example:
Models.txt:
Code:
maxfollows 99
maxfreespecials 99
maxattacks 99
maxattacktypes 99
colourselect 1
spdirection 1 1 1 1
ajspecial 1

ajspecial (bi)

  • Determines the input for special attacks and whether or not players can block attacks.
    • 0 = players use their special with the special key they have assigned and they cannot block.
    • 1 = players can use the input for ATTACKBOTH as a special attack. They can also use a block animation, which will be used when the special attack button is pressed.
  • If you set 1 but the player does not have a block animation, they can use their special with both the special key and ATTACKBOTH.

This means that you can use a special button to block if you have anim block. But if you're going to do the special animation, you will have to press/hold both attack and jump buttons as a substitute of anim attackboth.

ATTACKBOTH {players}

  • Optional.
  • An attack. Players use this if they hold attack and then press jump.
  • This cannot be used if the player has a BLOCK animation. If MODELS.txt has 'ajspecial 1', this is replaced by the special attack.

I use holdblock in the character's header for holding a special button to block.
holdblock {int}

  • Determines whether holding special button will make player play his/her block animation once or continuously.
    • 0 = (default) Once. Once the block animation is complete, entity returns to idle.
    • 1 = Continuously until BLOCKPAIN. Holding special button makes player block continuously (block animation holds at its last frame) until button is released or entity assumes a BLOCKPAIN animation (and while in Blockpain,you are still considered blocking.). Once a BLOCKPAIN completes, entity returns to idle.
    • 2 = Continuously. Holding special button makes player block continuously until button is released. After a BLOCKPAIN animation, entity continues to block.
  • Use this command with block ability of course. Work in conjunction with Blockpain animations.

Example:
Code:
name Terry
type player
health 100
nodieblink 1
speed 10
gfxshadow 1
icon data/chars/heroes/Terry/terry.png 1
diesound data/sounds/heroes/terry/06_terry_00009.wav
#dust empty empty bkdust
dust dust1 #dust [fall] [land] [jump]
#bounce 1
mp 100
candamage enemy obstacle

iconmplow data/chars/heroes/Terry/point0.png
iconmphalf data/chars/heroes/Terry/point1.png
iconmphigh data/chars/heroes/Terry/point2.png

load TerryPortA
load TerryPortB
load TerryPortC

load TSpecial

palette data/chars/heroes/Terry/0_0.png
alternatepal data/chars/heroes/Terry/pal01.png
alternatepal data/chars/heroes/Terry/pal02.png
alternatepal data/chars/heroes/Terry/pal03.png
alternatepal data/chars/heroes/Terry/cuspal01.png
alternatepal data/chars/heroes/Terry/cuspal02.png

# ATTACKS
atchain 1 4 2 3
com a2 freespecial5 #High attack

#SPECIAL MOVES
com d f a freespecial #Power Wave L
com f d a freespecial2 #Burning Knuckle L
com u f a freespecial3 #Crack Shoot L
com d u a freespecial4 #Power Dunk L

# SUPER MOVES
com d f u f a freespecial22 #BUSTER WOLF
com d f d f a freespecial21 #POWER GEYSER
#com d f d f a2 freespecial25
com d u d u a freespecial26 #POWER STREAM

# MISCELLANY
holdblock 1
running 20 3.6 3 1 1 #running {speed} {height} {length} {move} {land}

Code:
anim block
    offset 140 188
    delay 5
    bbox 113 90 58 100
    frame data/chars/heroes/Terry/56_0.png
    frame data/chars/heroes/Terry/56_1.png
    frame data/chars/heroes/Terry/56_2.png

Code:
anim special
    delay    8
    offset    127 267
    spawnframe 7 0 1 0 0
    subentity tspecial
    energycost 19
    frame data/chars/heroes/Terry/sp01.png
    delay 15
    frame data/chars/heroes/Terry/sp02.png
    offset 140 188
    delay 10
    frame data/chars/heroes/Terry/194_2.png
    delay 7
    offset    127 267
    frame data/chars/heroes/Terry/sp03.png
    delay 10
    frame data/chars/heroes/Terry/sp04.png
    delay 5
    frame data/chars/heroes/Terry/sp03.png
    frame data/chars/heroes/Terry/sp05.png
    delay 15
    frame data/chars/heroes/Terry/sp06.png
    delay 10
    offset 127 267
    attack 74 186 107 85 19 1 0 0 0 6
    drop 3 3
    frame data/chars/heroes/Terry/sp06.png
    attack 71 166 115 107 19 1 0 0 0 6
    drop 3 3
    frame data/chars/heroes/Terry/sp06.png
    delay 22
    attack 0
    frame data/chars/heroes/Terry/sp06.png
    attack 0
    delay 7
    frame data/chars/heroes/Terry/sp05.png
    frame data/chars/heroes/Terry/sp03.png
    offset 140 188
    frame data/chars/heroes/Terry/131_5.png
 
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