I'm not so sure but I think this could be useful...This Life Steal is a Projectile attack.This attack steals about 500 Life..By the way, I think if anybody would want to follow thisyou should edit some of this code. This is meant for my"Evil Esa" Character (Which I would hopefully upload ).;The Spirits of Hezeldore[Statedef 5802]type = Sphysics = Smovetype= Ijuggle = 4velset = 0,0anim = 7013ctrl = 0sprpriority = 2[State 6000, Dust]type = Explodtrigger1 = Time = 9anim = 7014id = 6000pos = 0,0facing = 1postype = p1supermovetime = 99999999pausemovetime = 99999999sprpriority = 3removetime = -1bindtime = -1ownpal = 1removeongethit = 1[State 6000, Dust]type = Explodtrigger1 = Time = 9anim = 7014id = 6000pos = 0,0facing = 1postype = p2supermovetime = 99999999pausemovetime = 99999999sprpriority = 3removetime = -1bindtime = -1ownpal = 1removeongethit = 1[State 5800, 1]type = BGPalFXtrigger1 = Time = 0add = 255,0,0time = 200[State 5801, Chant]type = PlaySndtrigger1 = Time = 0value = s4,1[State 5801, Life]type = LifeAddtrigger1 = Projhit(7005) = 1value = 4[State 3202, hitdef]type = Projectiletrigger1 = time = 0persistent = 0ProjAnim = 7005ProjHitAnim = 7005ProjRemove = 0ProjHits = 100ProjMissTime = 1ProjID = 7005ProjPriority = 6ProjsprPriority = -3Postype = Rightprojedgebound = 320projstagebound = 320offset = -80,0velocity = 0,0hitflag = MAFPDguardflag = MAFattr = S, HAsparkxy = -2,-48damage = 4animtype = lightgivepower = 20,60pausetime = 0,1sparkno = -1guard.sparkno = -1hitsound = S3,1;S1000,1guardsound = S4,3ground.type = hardground.slidetime = 9ground.hittime = 9ground.velocity = -20,0ground.cornerpush.veloff = 0guard.velocity = 0airguard.velocity = 0,0yaccel = 0.64fall = 1fall.recover = 0air.velocity = -20,0air.fall = 1air.recover = 0air.animtype = UPpalfx.time = 50palfx.mul = 220,220,255palfx.sinadd = 64,48,48,32palfx.add = 200,120,200palfx.color = 8[State 3500, Success]type = ChangeStatetrigger1 = Time = 100value = 0Always Charging Energy =If you don't like to work out your character to get some energytry using this.[State -2]type = PowerAddtrigger1 = alive = 1value = 1 :)Well that's all.
Juggle is a useless variable when using projectiles, makes things alot harder though If you don't want to copy it exactly here's the super condensed version for lazy people like me.;The Spirits of Hezeldore[Statedef #]type = S/C/Aphysics = S/N/Amovetype= Ivelset = 0,0anim = #ctrl = 0sprpriority = 2[State #, Life]type = LifeAddtrigger1 = Projhit(#) = 1value = *[State #, hitdef]type = Projectiletrigger1 = time = 0persistent = 0ProjHits = **ProjMissTime = 1...damage = *...[State #, Success]type = ChangeStatetrigger1 = Time = **value = 0# = Number of your choice* = Amount to steal per tick** = Number of ticks it should last fori'm sure I will find a use for this
You know, checking projectile hit within the same state that the projectile is spawned isn't good code practice... Character tend to leave that state before the projectile hits its target and then, bang!, no life added.Such code should be put at a special state such [State -2]Kisses.
The important bit of it ignoring everything else.The projectile should have an IDProjID = IDIn state -2 there should be the lines[state -2]type = lifeaddtrigger1 = projhit(ID) = 1value = #