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Specific normal attacks which only works in Super Jumps (Read 703 times)

Started by ShinZankuro, April 19, 2019, 10:23:29 pm
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Specific normal attacks which only works in Super Jumps
New #1  April 19, 2019, 10:23:29 pm
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Guys I need some help... A certain character have two types of attacks, one when he does a normal jump and other type during super jumps.

How can I make the character detect the super jump coding and then using the specific normals? (It's the Beximus based super jump)

EDIT: Forgot to say, i've tried to make the cmd command "Anim = [X,Y]" and "Pos y". But it doens't seems to work. Thanks in advance!

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Last Edit: April 20, 2019, 09:13:29 pm by ShinZankuro
Re: Specific normal attacks which only works in Super Jumps
#2  April 19, 2019, 10:40:03 pm
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 Has prevstateno worked?

 Also, seeing as most people who do super jumps in their characters use some sort of variable, you could probably use that variable as a makeshift signal as well.
Re: Specific normal attacks which only works in Super Jumps
#3  April 19, 2019, 11:04:56 pm
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Hmm, gonna try that... Thanks man ^^

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Re: Specific normal attacks which only works in Super Jumps
#4  April 20, 2019, 12:30:20 am
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set a var when superjump happens, and command that does that command only during superjump can only be triggered if that var equals whatever you set the super jump to, if not then it means you are in a regular jump and it will execute the regular attack
Re: Specific normal attacks which only works in Super Jumps
#5  April 20, 2019, 01:07:11 am
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Hmm, gonna try that method. I'm not much familiar with using variables.. But I'm gonna see that

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Re: Specific normal attacks which only works in Super Jumps
#6  April 20, 2019, 12:09:45 pm
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So if you can do multiple moves in the air after super jump, a var or an explod might be the way to go.
You'll want to have some varsets in your landing states. ALL of the landing states. Even the ones where you land after getting hit.
You could probably set one up in Statedef -2 to see if the var != 0. Then if P1 is standing or crouching, set it to 0.

You'd use that var(X) = 1 in the changestates of your move you only want to work during super jump. If there's an alt of the same button presses for normal jump, put != 1.
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