11-05-2008, 06:52 AM
if you want to have even more control, you can make D>A have 3 different moves depending on 3 cases:
priorities~
1 hit_Fa:
2 hit_a:
3 frame thingy from sourcecode (this may not be applicable)
so like, in standing frames, have hit_Fa: move1, hit_a: move2, and punch.
move1 has mp: 300
move2 has mp: 100
punch may have mp: 20 (like arrows)
if u do D>A, and u have 300+ mp, it'll do move1,
if u have 100<=x<=299 mp, it'll do move2
if u have 20<=x<=99 mp, it'll do punch
if u have 19 or less, it won't do anything.
and from here, we can do even more powerful combinations using the method above.
D>A, next: mp: -100, hit_j/d: move4, otherwise it goes to next: which is move3.
and also, for move2, have next: mp: -50, hit_j/d: move5, otherwise move2
and for punch, have next: mp: -30, hit_j/d: move6, otherwise punch
stick this in Yinyin's tutorial thread? I don't know
Azriel~
priorities~
1 hit_Fa:
2 hit_a:
3 frame thingy from sourcecode (this may not be applicable)
so like, in standing frames, have hit_Fa: move1, hit_a: move2, and punch.
move1 has mp: 300
move2 has mp: 100
punch may have mp: 20 (like arrows)
if u do D>A, and u have 300+ mp, it'll do move1,
if u have 100<=x<=299 mp, it'll do move2
if u have 20<=x<=99 mp, it'll do punch
if u have 19 or less, it won't do anything.
and from here, we can do even more powerful combinations using the method above.
D>A, next: mp: -100, hit_j/d: move4, otherwise it goes to next: which is move3.
and also, for move2, have next: mp: -50, hit_j/d: move5, otherwise move2
and for punch, have next: mp: -30, hit_j/d: move6, otherwise punch
stick this in Yinyin's tutorial thread? I don't know
Azriel~