why not just (in the ball) have an itr that has a low arest (or vrest if you want multiple, may not work as you expect it to due to single frame delays) and fall: 0 bdefend: 100? that way it'll constantly hit and keep the hit person in the "injured" frames without falling. the dvx: of the itr should be equivalent to (or maybe higher than) the dvx of the ball (i think). so, imagine ur ball has dvx: 10 in its frame header
use state: 3005 or something, or if u use one of the "weak" states, you'd have to put the itr in the hit frame and also make it link back to the flying frames
edit: @phoenix - can u make the # just highlight the tag after it rather than single line comments? would be cool thanks
Azriel~
DC-Code:
itr: x: ? y: ? w: ? h: ? dvx: 10 bdefend: 100 arest: 1 fall: 0 itr_end: |
use state: 3005 or something, or if u use one of the "weak" states, you'd have to put the itr in the hit frame and also make it link back to the flying frames
edit: @phoenix - can u make the # just highlight the tag after it rather than single line comments? would be cool thanks
Azriel~