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Author Topic: Explodes over enemy  (Read 495 times)

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Offline Spidermew

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Explodes over enemy
« on: November 15, 2008, 04:30:26 PM »
Is it possable to have an attack that causes an explode to overlap the enemy?

Like a punch that causes the enemy to light on fire, but its fire used from my character and thus matches the palette ive got going
instead of using the enemys own get burnt animation.



Offline Fallen_Angel

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Re: Explodes over enemy
« Reply #1 on: November 15, 2008, 11:52:11 PM »
you could use a helper and use a targetbind, so it follows the enemy ......or mayb with an explod using as pos  something like p2bodydist x =0 


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Offline Sabaki

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Re: Explodes over enemy
« Reply #2 on: November 16, 2008, 07:37:49 PM »
Here's an example:

[State 1355, Burn]
type = Explod
trigger1 = movehit
anim = 9930
ID = 9930
pos = 0,-50
postype = p2  ;Will place it on P2
facing = 1
bindtime = 99 ;Sets how long you want the Explod to last on P2
vel = 0,0
removetime = -2 ;Change to a positive number if you want to control when it should be removed
scale = 1,1
sprpriority = 7  ;Not necessary to set to a high number due to next line
ontop = 1    ;Set to 1 and Explod will always be on top no matter what
ownpal = 0   ;Set to 1 if you don't want it to change Palfx if your character gets hit by something.

Using an Explod ctrl is the easiet way to go about doing this. Just follow the notes I put at each line in blue and experiment. Hope this helps.

Offline Spidermew

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Re: Explodes over enemy
« Reply #3 on: November 16, 2008, 09:36:54 PM »
Thanks bunches guys! This is gonna make things awsome! :thumbsup:

Offline Sabaki

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Re: Explodes over enemy
« Reply #4 on: November 17, 2008, 12:01:52 AM »
One thing I forgot to mention, you cna make your explod palette-specific a few ways. Using a var makes life & writing the coding easier, but if you're not used to using vars you can add this line
to the example I poased above:

triggerall = Palno = #
;Add the number of the palette according to their order

For example, if you have 6 palettes you can put 6 explods within  the same state and give each that line above with a different palette number. Then you put the correct anim with each corresponding explod. This may take some playing around with, but it should work in the end ( same trick I'm currently using with Psylocke).

Hope this helps with the palette-specific explods. Let me know if you need more help with this  :)

Offline Fallen_Angel

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Re: Explodes over enemy
« Reply #5 on: November 17, 2008, 12:46:06 PM »
You can simplify th code, if you put the anims in a consecutive way, somthing like from 101 to 112, in the anim part you put anim = 100+palno


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