Is it possible to forcibly change an enemy's animation or frame when hit?

kimduck

New member
I know how to link attack1~attack8 to pain1~pain8 using anim, so that each attack number triggers the corresponding pain animation.


What I want to create is Demitri's special move from Vampire Savior, where he transforms the enemy into a female and then absorbs them.


After thinking it over, I realized I can't make a custom female version for every enemy. So instead, I’m planning to make the enemy invisible (by switching them to an empty.gif) when the special move hits. Then Demitri will perform the full animation solo, and after it finishes, the enemy will reappear.

That technique is Dimitri's special move Midnight Bliss. I want to implement this.
If there’s a way to make this work, I’d really appreciate your help.


(This is a translation error)
The issue isn’t that I can’t create female versions of the enemies — it’s that there are just too many enemies to go through and modify each one individually.
So instead of editing every enemy, I want to implement Midnight Bliss by only modifying Demitri’s animations and logic.
 
Last edited:
I realized I can't make a custom female version for every enemy.
Yes you can, the engine has no problem at all supporting this.

That technique is Dimitri's special move Midnight Bliss. I want to implement this.
If there’s a way to make this work, I’d really appreciate your help.

We know the move. If it were me, I would devote an animation on every model for the transformation. Bosses and important enemies would get their own unique transformation sprites. For regular enemies, I would have maybe two or three generic transform sprite sets. I would make sure the generic transform sprites are made with smart palettes, so as to match them close as possible to the enemy.

DC
 
Yes you can, the engine has no problem at all supporting this.



We know the move. If it were me, I would devote an animation on every model for the transformation. Bosses and important enemies would get their own unique transformation sprites. For regular enemies, I would have maybe two or three generic transform sprite sets. I would make sure the generic transform sprites are made with smart palettes, so as to match them close as possible to the enemy.

DC
(This is a translation error)
The issue isn’t that I can’t create female versions of the enemies — it’s that there are just too many enemies to go through and modify each one individually.
So instead of editing every enemy, I want to implement Midnight Bliss by only modifying Demitri’s animations and logic.
 
After thinking it over, I realized I can't make a custom female version for every enemy. So instead, I’m planning to make the enemy invisible (by switching them to an empty.gif) when the special move hits. Then Demitri will perform the full animation solo, and after it finishes, the enemy will reappear.
Instead trying to switch to another anim, why not just make a pain anim dedicated to this move, that has the empty.gif as its frame. like anim 24 or something. just make sure that your maxattacks variable is increased to allow more attack and pain anims.
 
I wrote a script for this reason because I wanted to send enemies to freespecials, walk2, and other animations that already existed and so I can send to pain7 even if I use attack1.

 
Instead trying to switch to another anim, why not just make a pain anim dedicated to this move, that has the empty.gif as its frame. like anim 24 or something. just make sure that your maxattacks variable is increased to allow more attack and pain anims.

Don't do this. Ever. It's not stable - more in game conditions than I could count would ruin it, and that's before factoring in the rest of the move (blood drain, etc.). Attack types are designed for momentary animation reactions. Not controlled sequences like the Midnight Bliss needs.

DC
 
Don't do this. Ever. It's not stable - more in game conditions than I could count would ruin it, and that's before factoring in the rest of the move (blood drain, etc.). Attack types are designed for momentary animation reactions. Not controlled sequences like the Midnight Bliss needs.

DC
I was basing it on what he was saying, where Demitri would be doing the entire animation himself, where I assume the attack animation would be doing the entire animation for the grabbing, transformation and draining. At least that is what I understood from what he was saying.
 
I was basing it on what he was saying, where Demitri would be doing the entire animation himself, where I assume the attack animation would be doing the entire animation for the grabbing, transformation and draining. At least that is what I understood from what he was saying.

That would be even worse, because then you'd have a nightmare of palette issues and offsets to deal with. I know sometimes the advice we give looks complex - but I assure you, our solutions are the easiest in the long run. :)

DC
 
I was basing it on what he was saying, where Demitri would be doing the entire animation himself,
I see your logic, because you came from Mugen. But Mugen and openBOR are pretty different animals.
In Mugen, all the code runs on the attacker (the target are forced to get into attacker's animations/code), but in openBOR is the opposite - all the animations and codes are run inside the target.

So when you use a new pain animation, all the code will be used from the target - in Mugen, animation and code (states) are two separated things, but in openbor combined into one "anim". Instead of "anim 5050" (default pain animation in Mugen), here is simple "pain". And the is the whole magic about OpenBOR :)
 
Back
Top Bottom