just like in the standing frames, it is as easy as pie
go to char data, find the frame called 'jump'
and put an input in (my example is D > A to make henry do air palm)
then like a normal move, make the frames for the attack, and presto
go to char data, find the frame called 'jump'
and put an input in (my example is D > A to make henry do air palm)
Code:
<frame> 210 jump
pic: 60 state: 4 wait: 1 next: 211 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 288
wpoint:
kind: 1 x: 41 y: 72 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 18 y: 26 w: 30 h: 54
bdy_end:
<frame_end>
<frame> 211 jump
pic: 61 state: 4 wait: 1 next: 212 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 288
sound: data\017.wav
wpoint:
kind: 1 x: 40 y: 75 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 15 y: 27 w: 35 h: 54
bdy_end:
<frame_end>
<frame> 212 jump
pic: 62 state: 4 wait: 1 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 288
bpoint:
x: 44 y: 27
bpoint_end:
wpoint:
kind: 1 x: 37 y: 43 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 28 y: 3 w: 23 h: 65
bdy_end:
bdy:
kind: 0 x: 18 y: 29 w: 48 h: 17
bdy_end:
<frame_end>
then like a normal move, make the frames for the attack, and presto