Dark Ash XIII's Super Fireball - Solved (Read 1893 times)

Started by BoyBoyz, May 07, 2014, 11:15:57 am
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Dark Ash XIII's Super Fireball - Solved
New #1  May 07, 2014, 11:15:57 am
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For those who have played KOF XIII and used Ash/Dark Ash, you will notice how interesting the super fireball works.

For Dark Ash's version, enemies who touch the exterior of the fireball suffer 1 hit only, and get slightly pushed away on ground; but fall when hit by it in the air (also 1 hit only).

Only enemies who touch the inner part of the fireball will get hit for a full 8 hits, with the last eight hit making them fall.

The fireball stays on screen for about 220 ticks, with all the above hitdefs applicable.

Any ideas on how to code this? :S
Last Edit: May 08, 2014, 10:32:50 pm by BoyBoyz
Re: Dark Ash XIII's Super Fireball - some ideas please
#2  May 08, 2014, 02:29:12 pm
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  • Master of Jankness
  • 15 years of MFG, geez...
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you can make the projectile as a helper, which calls a secondary helper
The root helper (the first helper) has a bigger clsn with just one hit set (like trigger1 = !time) and air.fall=1
The second helper has a smaller clsn but is set to hit multiple times.

There are other ways to do the same thing, like spawning two fireballs at the same time, as normal projectiles, and putting the hitdef as I said above
Re: Dark Ash XIII's Super Fireball - some ideas please
#3  May 08, 2014, 07:47:56 pm
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Awesome! Never thought of that. You make my work so much easier thanks!