Two questions about my freespecial

darkneo

Member
First, please watch my freespecial test video link:

As you can see, my character do his freespecial, when he met the enemy he starts his follow animation. Actually, I want he can attack few enemies at the same time but he just attack one only. I don't know how to change the command. And other problem is, I want the enemy doesn't lose HP until his big blood splashes start at the same time, so can I use some commands or scripts that can delay the attack damage? Here is my anim code:

anim freespecial4
followanim 1
followcond 2
delay 6
offset 27 77
frame data/chars/chiuwang/fsp4-01.png
offset 27 77
frame data/chars/chiuwang/fsp4-02.png
offset 27 78
@cmd projectile 1 "freezeall02" 0 0 0
@cmd spawn01 "super" -244 0 -185 1
frame data/chars/chiuwang/fsp4-03.png
offset 27 77
frame data/chars/chiuwang/fsp4-02.png
@cmd shadow 3 20 60 6 2 50 100 200
offset 54 71
frame data/chars/chiuwang/fsp4-04.png
offset 67 71
@cmd shooter "dust031" -33 -3 0
attack6 60 -2 60 76 0 0 1 0 60 15
hitflash slash
hitfx data/sounds/heavyslash.wav
frame data/chars/chiuwang/fsp4-05.png
delay 1
move 14
@cmd shooter "fsp4effect1" 120 40 0
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
move 11
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
move 10
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
move 9
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
move 8
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
move 7
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
move 6
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
move 5
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
move 4
frame data/chars/chiuwang/fsp4-05.png
frame data/chars/chiuwang/fsp4-05.png
move 3
frame data/chars/chiuwang/fsp4-04.png
frame data/chars/chiuwang/fsp4-04.png
move 2
frame data/chars/chiuwang/fsp4-04.png
frame data/chars/chiuwang/fsp4-04.png
move 1
offset 28 81
attack 0 0 0 0 0 0
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
frame data/chars/chiuwang/fsp4-10.png
delay 6
offset 28 78
frame data/chars/chiuwang/fsp4-11.png
offset 28 78
frame data/chars/chiuwang/fsp4-12.png
offset 28 78
frame data/chars/chiuwang/fsp4-13.png
delay 10
offset 27 78
sound data/sounds/clang.wav
frame data/chars/chiuwang/fsp4-14.png
offset 27 78
frame data/chars/chiuwang/fsp4-15.png
offset 27 78
frame data/chars/chiuwang/fsp4-16.png
delay 50
@cmd shadow 0 0 0 0 0 0 0 0
offset 27 78
frame data/chars/chiuwang/fsp4-17.png

anim follow1
flipframe 24
delay 10
@cmd dasher 3 0 0
offset 59 109
@cmd shadow 3 20 60 6 2 50 100 200
frame data/chars/chiuwang/fsp4-06.png
frame data/chars/chiuwang/fsp4-06.png
@cmd shooter "fsp4effect2" 60 40 0
frame data/chars/chiuwang/fsp4-06.png
delay 10
offset 59 100
frame data/chars/chiuwang/fsp4-07.png
delay 15
offset 59 84
frame data/chars/chiuwang/fsp4-08.png
delay 10
offset 63 70
frame data/chars/chiuwang/fsp4-09.png
@cmd dasher 0 0 0
frame data/chars/chiuwang/fsp4-09.png
delay 2
@cmd dasher 8 0 0
offset 54 72
frame data/chars/chiuwang/fsp4-04.png
frame data/chars/chiuwang/fsp4-04.png
frame data/chars/chiuwang/fsp4-04.png
frame data/chars/chiuwang/fsp4-04.png
frame data/chars/chiuwang/fsp4-04.png
frame data/chars/chiuwang/fsp4-04.png
@cmd dasher 0 0 0
frame data/chars/chiuwang/fsp4-04.png
delay 6
offset 28 81
frame data/chars/chiuwang/fsp4-10.png
offset 28 78
frame data/chars/chiuwang/fsp4-11.png
offset 28 78
frame data/chars/chiuwang/fsp4-12.png
delay 70
offset 28 78
frame data/chars/chiuwang/fsp4-13.png
delay 8
offset 27 78
frame data/chars/chiuwang/fsp4-14.png
offset 27 78
frame data/chars/chiuwang/fsp4-15.png
offset 27 78
sound data/sounds/clang.wav
frame data/chars/chiuwang/fsp4-16.png
offset 27 78
frame data/chars/chiuwang/fsp4-17.png
delay 100
offset 27 78
@cmd shadow 0 0 0 0 0 0 0 0
frame data/chars/chiuwang/fsp4-18.png
delay 6
offset 27 79
frame data/chars/chiuwang/fsp4-19.png
offset 27 77
frame data/chars/chiuwang/fsp4-01.png

Thanks for any advice!
 
Actually, I want he can attack few enemies at the same time but he just attack one only. I don't know how to change the command.

Well,that's because the attackbox z width isn't wide enough, at least for two enemies in the video.
attack6 60 -2 60 76 0 0 1 0 60 15

The z width is only 15 pixels, try increasing the value for wider hit.
I want the enemy doesn't lose HP until his big blood splashes start at the same time, so can I use some commands or scripts that can delay the attack damage?

This one might require some tricks. The easiest way is to have each enemy hurt themselves in their PAIN animation which deals the damage right at the same time when big blood splash appears.
The alternative way might require didhitscript which plants entity to deal the damage and spawn blood splash on each enemy struck by this attack.
 
Alright try this:
attack6 60 -2 60 76 0 0 1 0 60 50

As for my second answers, the first one is having something like this:
Code:
anim    pain
    delay    15
    offset    120 154
    bbox    100 70 50 87
    frame    data/chars/bred/pain1.png
    delay   300
    frame    data/chars/bred/pain2.png
    delay    15
    @cmd  spawn01 "blood" 0 20 0
    @cmd  hurtself 50 1
    frame    data/chars/bred/pain1.png

spawn01 spawns blood splash while hurtself hurts this enemy with 50 damage and knocks him down. The former function is available but the second is not yet. I made this as example.

The second one is similar to Vanishing Rush scripts I've shared to you before except that the entity latched to enemy deals the damage couple seconds later. If you want to see example of that, you could open IRush.txt, make backup of this, then replace the content with this:
Code:
name        IRush
type        none
nolife        1
lifespan    3
subject_to_gravity 0
candamage    enemy


anim    idle
    delay    200
    offset    10 10
    hitflash Blood
    frame    data/chars/misc/empty.png
    delay    8
    attack    -10 -10 20 20 50 1
    dropv    4 0 0
    hitfx    data/sounds/slash.wav
    frame    data/chars/misc/empty.png
    attack    0
    frame    data/chars/misc/empty.png
 
spawn01 spawns blood splash while hurtself hurts this enemy with 50 damage and knocks him down. The former function is available but the second is not yet. I made this as example.

Ah, I think this @cmd hurtself is very near what I need, so where is the script I can copy and put it in the enemy header?
 
Alright here's the function:
C:
void hurtself(int Damage, int Knock)
{// Hurts self!
  void self = getlocalvar("self");

  damageentity(self, self, Damage, Knock, openborconstant("ATK_NORMAL"));
}

Copy and paste this function into your animationscript.
 
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