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Author Topic: Multiple Taunt Moveset help?  (Read 1046 times)
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Naruto200Man
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    « on: September 16, 2010, 02:00:18 PM »


    Hey, I'm trying to make a psa for fox where, depending on what taunt you used last, the moves change not only in element, power, and knockback, but also an animation. I mean of course like how Sword Ganondorf can draw and put away his sword to change his moves. However I'm having a bit of a problem.

    1: Even if I name the animation in the psa Attack11B just as the animation in fox's MotionEtc is named Attack11B it still uses the original animation.

    2: Not only that, I've tried making an if statement with the bits and such just as Hyate had instructed, however no matter how many times I taunt it doesn't work. Even if I don't change the animation.

    Here's what I have for the taunts.

    Up Taunt:
    Asynchronous timer frames 1
    Bit Variable Set: RA-101 = true
    Bit Variable Clear: RA-102 = false

    Down Taunt:
    Asynchronous timer frames: 1
    Bit Variable Set: RA-102 = true
    Bit Variable Clear: RA-101 = false

    Side Taunt:
    Bit Variable Clear: RA-101 = false
    Bit variable clear: RA - 102 = false

    An example of the coding for an attack that changes if the bits are set.

    If Value: Bit is set: 101
    Asynchronous timer 1:
    Change Subaction: *subaction with the new attack and animation*
    Else:
    If Value: Bit is Set: 102
    Asynchronous timer 1
    Change subaction *subaction with the new attack and animation*
    Else:
    *hitboxes for the otiginal attack
    End if
    End if
    End if
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    DarkPikachu
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    complexity == fun

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    « Reply #1 on: September 16, 2010, 02:16:48 PM »


    hmm...
    interesting

    no I'm not a PSA user... yet...
    but it didgive me an Idea for my game Tongue
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