POST EDIT:S, C, A, SCA, AA, AT, HP, SCA, etc etc. There's so many different combinations... I wish someone could post a dictionary of what they all mean (for quick reference for anyone who needs it)
I know what they are...just hoping someone would do the work of postin the combos for me (plus, it'd be an easier read if it were done as an outline. better that than the paragraphs in the docs) ... I think I just wasted moments of my life making a topic that'll probably go nowhere (as usual).
H for High, L for Low, D for lying down, and M for Mid.HLMD will be High low down mid. .. ???Same for HitOverride.
9999 said, December 07, 2007, 06:41:10 pmSame for HitOverride.NO But your fist answer was the best one can give, seriously, Elecbyte bothered to write down all these attributes in detail in the docs.
QuoteHLMD will be High low down mid. M = HL. MD = HLD. HLM is redundant. And yes, those are the guardflags, not the attr. attr = hit_attribute (string) This is the attribute of the attack. It is used to determine if the attack can hit P2. It has the format: attr = arg1, arg2 Where: - arg1 is either "S", "C" or "A". Similar to "statetype" for the StateDef, this says whether the attack is a standing, crouching, or aerial attack. <= it can be S or C or A or SC or SA or CA or SCA for any combination - arg2 is a 2-character string. The first character is either "N" for "normal", "S" for "special", or "H" for "hyper" (or "super", as it is commonly known). The second character must be either "A" for "attack" (a normal hit attack), "T" for "throw", or "P" for projectile. <= it can be "NA, SP" for "normal attacks and special projectiles", etc.