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[solved] "Binding" Attacks
#1
Hello there!

I'm with a little question: how can i make a ball which binds the target hitted by it?

Example: I shot a lightning sphere, and then, when it hits an enemy, a static eletricity binds him, making him shake.
needing a HEXer .-.
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#2
Use itr/kind: 3 to make the char go to the picked_caught frames or any frame have cpoint/kind: 2 and the ball go to some frame with cpoint/kind: 1 and some itr/kind: 0 to make the char shake.
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#3
I'm prefering an itr like this
    DC-Code:
itr:
     x: XXY y: XYX w: YXX h: XXX dvx: YX dvy: XY vrest: 0 fall: 70 bdefend: 60 injury: Z effect: 5
itr_end:


YXX/XYX/YXX = coordinates
YX/XY = dvx/2; dvy/2
Z = "normal_injury/wait = injury_you_should_use_in_this_itr"

this will shake the enemy as long as your "wait" on that frame is...
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#4
^Eh, I'm pretty sure that'll last forever when it's not supposed to.
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#5
Not a problem. We can use next and wait to correct it.
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#6
(03-28-2009, 04:56 AM)Drahcir Wrote:  ^Eh, I'm pretty sure that'll last forever when it's not supposed to.

nah it doesn't last forever... only if you use it in a t0 object... but I'm pretty sure he wants it to be a ball(t3) so this will work correctly
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#7
Wouldn't it be better if i use arest instead of vrest? Because vrest would affect multiple enemies.
needing a HEXer .-.
NSSD FORUM
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#8
well, you can do it as you wish... if it should hit only 1 enemy, use arest...
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