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Special Attacks and Such  (Read 6144 times)

Started by Cursedhand, July 04, 2004, 12:44:56 am
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Special Attacks and Such
#1  July 04, 2004, 12:44:56 am
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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 this
you 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    = S
physics = S
movetype= I
juggle  = 4
velset = 0,0
anim = 7013
ctrl = 0
sprpriority = 2

[State 6000, Dust]
type = Explod
trigger1 = Time = 9
anim = 7014
id = 6000
pos = 0,0
facing = 1
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
sprpriority = 3
removetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1

[State 6000, Dust]
type = Explod
trigger1 = Time = 9
anim = 7014
id = 6000
pos = 0,0
facing = 1
postype = p2
supermovetime = 99999999
pausemovetime = 99999999
sprpriority = 3
removetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1

[State 5800, 1]
type = BGPalFX
trigger1 = Time = 0
add = 255,0,0
time = 200

[State 5801, Chant]
type = PlaySnd
trigger1 = Time = 0
value = s4,1

[State 5801, Life]
type = LifeAdd
trigger1 = Projhit(7005) = 1
value = 4

[State 3202, hitdef]
type = Projectile
trigger1 = time = 0
persistent = 0
ProjAnim = 7005
ProjHitAnim = 7005
ProjRemove = 0
ProjHits = 100
ProjMissTime = 1
ProjID = 7005
ProjPriority = 6
ProjsprPriority = -3
Postype = Right
projedgebound = 320
projstagebound = 320
offset = -80,0
velocity = 0,0
hitflag = MAFPD
guardflag = MAF
attr = S, HA
sparkxy = -2,-48
damage = 4
animtype = light
givepower = 20,60
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
hitsound = S3,1;S1000,1
guardsound = S4,3
ground.type = hard
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -20,0
ground.cornerpush.veloff = 0
guard.velocity = 0
airguard.velocity = 0,0
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -20,0
air.fall = 1
air.recover = 0
air.animtype = UP
palfx.time = 50
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 200,120,200
palfx.color = 8

[State 3500, Success]
type = ChangeState
trigger1 = Time = 100
value = 0

Always Charging Energy =
If you don't like to work out your character to get some energy
try using this.

[State -2]
type = PowerAdd
trigger1 = alive = 1
value = 1

 :)Well that's all.
                   
W.I.P.:Dexter Boy Genius - 50%          CLAW  W.I.P: 0%
Last Edit: July 04, 2004, 12:45:43 am by Cursedhand
Re: Special Attacks and Such
#2  December 26, 2004, 05:28:16 am
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Is it possible to make you attack power increase?
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Re: Special Attacks and Such
#3  December 26, 2004, 05:39:18 am
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Juggle is a useless variable when using projectiles, makes things alot harder though :P

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/A
physics = S/N/A
movetype= I
velset = 0,0
anim = #
ctrl = 0
sprpriority = 2

[State #, Life]
type = LifeAdd
trigger1 = Projhit(#) = 1
value = *

[State #, hitdef]
type = Projectile
trigger1 = time = 0
persistent = 0
ProjHits =  **
ProjMissTime = 1
...
damage = *
...

[State #, Success]
type = ChangeState
trigger1 = Time = **
value = 0


#   = Number of your choice
*   = Amount to steal per tick
** = Number of ticks it should last for


i'm sure I will find a use for this  >:)

Bea

Re: Special Attacks and Such
#4  January 03, 2005, 02:57:57 pm
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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]

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Re: Special Attacks and Such
#5  August 26, 2006, 07:54:32 am
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The important bit of it ignoring everything else.

The projectile should have an ID

ProjID = ID

In state -2 there should be the lines

[state -2]
type = lifeadd
trigger1 = projhit(ID) = 1
value = #


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