clsn boxes are not scaled.
The only way to fix that is to have different sized clsn boxes in the animation, and then change to the correspoding anim/animelem based on the angledraw scale
Could I align the Clsn1 hitbox of the attack's animation with a Width-type state controller? I think adjusting the scaling by the corresponding animation will be both tedious and messy, in my opinion.
Here is a line of code that I think will work:
Instead of...
...
[State 0, AngleDraw]
type = AngleDraw
trigger1 = fvar(0) != 0
value = Atan((fvar(1)*3)/(fvar(0)*133))
scale = -facing*fvar(0), 1
ignorehitpause = 1
...
I could use this:
...
[State 0, Width]
type = Width
trigger1 =1
edge = 0,0
player = 0,0
;value = -facing*fvar(0)/133,-facing*fvar(0)/133
ignorehitpause = 1
...
Or, alternatively:
...
;Would spawn a helper once per helper
[State 0, Helper]
type = Helper
trigger1 = var(3) < ceil(fvar(0)/133)
ID = 223
stateno = 223
pos = 0,0
ownpal = 1
persistent = 0
[State 0, VarSet]
type = VarSet
v = 3
value = (Parent, Var(3)) + 1
...
The variable, fvar(0), represents the length at which the attack should extend between the parent and its opponent.
Any suggestions?