Post by BeasTie on Dec 16, 2012 22:26:12 GMT -5
Custom Blast Effect by Bloodbane
Intro:
This trick is about making our own blast effect. Default 'blast' uses PAIN and FALL for opponents' animation. Since both animations are default, it would also be used by other actions such as attack and throw. Modifying those 2 animations would cause more problems.
This trick solves that problem by using new features in ver 2.0917 to make blast. This trick allows graphical effect like burnt or shocked while being blasted.
Procedure:
Blast have 2 properties:
a. knocking opponents down farther than usual knockdown attack
b. knocked opponents can hit others.
1st property can be made with 'dropv' while the 2nd with 'damageonlanding'. Both requires knocking down attackbox so they should be set together like this:
'damageonlanding' has 0 damage so opponent won't be hurt after landing on ground. This feature is to replicate throw actually but since we are not throwing here so damage is set to 0.
The 2nd variable is set to 1 to get blast's 2nd effect (b above). 2 can be used also but it's best to stick to 1 so opponents can't land after hit by this attack.
attack# means any attackbox can be used. Well, 'attack' can also be used but that would reduce the flexibility so use other ones instead. Any settings can be used for the attackbox but it has to be knockdown attack obviously.
Since custom attackbox is used, we can have any animations used for opponent's PAIN# and FALL# animations. Just set desired animations as those animations. Of course DEATH# is also possible.
'dropv' sets opponent's falling arc after hit by this attack. It works just like 'jumpframe' except that it's set from attacker's side instead. 3 3 0 is sample setting to make it look like defaault 'blast'. You can change it if you want opponent to fall farther, closer, higher or lower.
Set above settings to character's animation and you have custom blast effects with their own PAIN and FALL animation. Don't forget to add custom 'hitfx' and 'hitflash' to make it cooler!!
Intro:
This trick is about making our own blast effect. Default 'blast' uses PAIN and FALL for opponents' animation. Since both animations are default, it would also be used by other actions such as attack and throw. Modifying those 2 animations would cause more problems.
This trick solves that problem by using new features in ver 2.0917 to make blast. This trick allows graphical effect like burnt or shocked while being blasted.
Procedure:
Blast have 2 properties:
a. knocking opponents down farther than usual knockdown attack
b. knocked opponents can hit others.
1st property can be made with 'dropv' while the 2nd with 'damageonlanding'. Both requires knocking down attackbox so they should be set together like this:
damageonlanding 0 1
attack# x y width height damage 1
dropv 3 3 0
'damageonlanding' has 0 damage so opponent won't be hurt after landing on ground. This feature is to replicate throw actually but since we are not throwing here so damage is set to 0.
The 2nd variable is set to 1 to get blast's 2nd effect (b above). 2 can be used also but it's best to stick to 1 so opponents can't land after hit by this attack.
attack# means any attackbox can be used. Well, 'attack' can also be used but that would reduce the flexibility so use other ones instead. Any settings can be used for the attackbox but it has to be knockdown attack obviously.
Since custom attackbox is used, we can have any animations used for opponent's PAIN# and FALL# animations. Just set desired animations as those animations. Of course DEATH# is also possible.
'dropv' sets opponent's falling arc after hit by this attack. It works just like 'jumpframe' except that it's set from attacker's side instead. 3 3 0 is sample setting to make it look like defaault 'blast'. You can change it if you want opponent to fall farther, closer, higher or lower.
Set above settings to character's animation and you have custom blast effects with their own PAIN and FALL animation. Don't forget to add custom 'hitfx' and 'hitflash' to make it cooler!!