Posted by bieux
in Does this thing exist?/who is the author?/etc. thread. (Started by Messatsu August 26, 2007, 08:29:40 pm
Board: Requests
Board: Requests
[State 12000, Initial Stallada] ;<----Primary Projectile
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 20,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 6.5, 0
projID = 1200
projanim = 3500
projhitanim = 3520
projscale = 1.2,1.2
projmisstime = 0
projshadow = 0,0,0
projhits = 90
projremove = 0
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
velmul = 1,1
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = S30, 0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8,0
guard.hittime = 13
air.velocity = -6,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
ID = 1200
[State 12000, TargetState] ;<-----Dont actually know if this is the necessary code for the transition, but I think it is.
type = TargetState
trigger1 = ProjContact1200 = 1 ;<---- (Should I add more triggers?)
value = 1250
ID = 1200
[State 1250, Projectile] ;<--- Secondary projectile, with the explosion animation on it
type = Projectile
trigger1 = AnimElem = 3
projid = 1250
projanim = 3525
projhits = 125
projhitanim = -1
projmisstime = 0
projshadow = -1
projremovetime = 70
velocity = 0, 0
accel = 0, 0
velmul = 0, 0
attr = S, SP
damage = 200, 3
animtype = Heavy
getpower = 10
givepower = 20
pausetime = 3,6
sparkno = 2
sparkxy = 0, 0
hitsound = S30,0
guardsound = 6,0
offset = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = 0
airguard.velocity = 0, 0
air.type = Low
air.velocity = 0,0
air.juggle = 1
air.fall = 1
ID = 1250
You could add
(P2BodyDist <= 20) && (stateno = rollingstate) && (animelemno = longenough)
to each attack you'd want it to perform. You'd want to do a random to see if it activates if you have more than 1.
I never use projectiles so I'm not entirely sure how they work and all, but the best thing you're going to get to having an AI dodging them is...Code:trigger1 = (Enemynear,NumProj) || (EnemyNear,HitDefAttr = SCA, AP)I'm not even entirely sure the Enemynear,NumProj will work. I was trying to test it out until I realized I don't use projectiles. All my attacks are helpers
So test it out for yourself.