noob here...1.how to make enemy confuse after few hit?2.some chars can dispell projectile, how can i make it 100% hit? (eg: create a unblockkable giant fire ball)3.how to slow down jump speed (in some action)?4.how to add maximum jump height?5.
3. Simple, it's at the top of the CNS under the [velocity] part.Lower the number where it says "air jump speeds" and "jumping speeds"
1: You need to invent a dizzy code. This means setting up a variable counter in some way and put p2 into a custom state that plays his dizzy anim after a few hits. If this doesn't make sense to you, come back a little later on.2: No clsn2's and remove the guardflag5; You're using a superpause, anim = -1
thx for the replies1. i hv no idea of how to tie in the variable counter for p2new question:is it possible to keep 2 sets of basics sprites (5000, 0 and so on), and coding it separately?(eg: before transform uses 5000+ sprites, after transform uses 15000+ sprites while in p2 state)
No. Custom states unless part of a full game will ALWAYS break transformations because they specify an animation to play rather than allow p2 to change his anim.