Few things I need to fix

NED

Well-known member
---------------------------------
Big post : May I split it in different parts/subjects?
Sorry if I did it wrong (??)
---------------------------------
Is there a way to make a spawn a particular effect displayed only on low level life

Code:
@cmd spawn01 "bdrop" 0 112 3#--name x y z--

I used to display it only in faint anim, But I would like to have it possible in
walk
run
idle
and a custom "dizzy" anim.
liedown

This is why I need to have it possible based on "life level" and not only in faint anim.

----------------------------------------------------------------------
I don't know why but when my player rises normally (without using riseattack)
She seems to be invincible to any attack.

Fall anim:
Code:
anim fall
	quakeframe	1 1 -11
	loop	0
	landframe	2 dus
	forcedirection	1
	delay	15
	offset	96 177
	bbox	67 82 62 90
	attack	67 82 62 90 5 1 0 1 15 0
	sound	data/chars/rachel/rdam3.wav
	frame	data/chars/rachel/fall1.gif
	bbox	58 100 81 54
	attack	58 100 81 54 5 1 0 1 15 0
	delay	300
	frame	data/chars/rachel/fall2.gif

	delay	55
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif

	delay	40
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif

2nd fall anim:

Code:
anim fall2
	quakeframe	1 1 -11
	loop	0
	landframe	2 dus
	forcedirection	1
	delay	15
	offset	96 177
	bbox	67 82 62 90
	attack	67 82 62 90 5 1 0 1 15 0
	sound	data/chars/rachel/rdam3.wav
	frame	data/chars/rachel/fall1.gif
	bbox	58 100 81 54
	attack	58 100 81 54 5 1 0 1 15 0
	delay	300
	frame	data/chars/rachel/fall2.gif

	delay	55
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif

	delay	40
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif

automatic rise (rise)

Code:
anim	rise
#	subentity	dus#t
#	summonframe	4 0
cancel 1 2 0 S freespecial34# forward reverse roll
cancel 1 2 0 F freespecial34# forward reverse roll
cancel 1 2 0 A freespecial38# LA VRAIE RISE ATTACK
	loop	0
	offset	96 177
	bbox	0 0 0 0

	delay	10
	frame	data/chars/rachel/fall4.gif#for reverse system
	delay	2
	frame	data/chars/rachel/fall4.gif#for reverse system

	delay	11#9
	frame	data/chars/rachel/rise1.gif
	frame	data/chars/rachel/rise2.gif
	frame	data/chars/rachel/j01.gif


rise faster (named riseattack)

Code:
anim	riseattack
cancel 1 2 0 S freespecial34# forward reverse roll
cancel 1 2 0 F freespecial34# forward reverse roll
cancel 1 2 0 A freespecial38# LA VRAIE RISE ATTACK
	loop	0
	offset	96 177
	bbox	0 0 0 0

	delay	10
	frame	data/chars/rachel/fall4.gif#for reverse system
	delay	2
	frame	data/chars/rachel/fall4.gif#for reverse system

	delay	11#9
	frame	data/chars/rachel/rise1.gif
	frame	data/chars/rachel/rise2.gif
	frame	data/chars/rachel/j01.gif


real rise attack (a freespecial)

Code:
anim	freespecial38
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	subentity	dus#t
	summonframe	8 0
	loop	0
	offset	96 177
	bbox	0 0 0 0
	delay	8#11#9
	frame	data/chars/rachel/riseat1.gif
	hitfx	data/sounds/knee.wav
	attack	92 85 79 65 5 1 0 0 14 0
	dropv	5 3
	frame	data/chars/rachel/riseat2.gif
	attack	0 0 0 0 0 0
	sound	data/chars/rachel/kiai2.wav
	frame	data/chars/rachel/riseat3.gif
	frame	data/chars/rachel/riseat4.gif
	hitfx	data/sounds/beat2.wav
	attack	92 85 79 65 7 1 0 0 14 0
	frame	data/chars/rachel/riseat5.gif
	attack	0 0 0 0 0 0
	frame	data/chars/rachel/riseat6.gif
	frame	data/chars/rachel/riseat7.gif
	sound	data/sounds/land.wav
	frame	data/chars/rachel/j01.gif

------------------------------------------------------------------------------------------
My enemy character "Mex" have a taunt that is triggered in a particular range.
But IMO, It's a little too "scripted", I mean it happen really few times.
But When he's on the right range, he seems to over-do it. (repeat several times)

How can I use random code to make him doing it really randomly
Where the code have to be ? In idle and walk anims?

----------------------------------------------------------------------------------------

I'm coding a super move:
at the start it spawn a darker screen effect that pauses the action.
THis seems to work well, but sometimes, the effect isn't spawned at all.

Is there a limitation or something?


This is the start of super move with the spawn place.

Code:
#SUPER 2
anim	freespecial46
#energycost 300 1#100 1
      followcond 2
      followanim 6#2#8
	delay	8
	loop	0
	jugglecost	1
	offset	96 177
	jumpframe	3 1.4 4.3#3 3.9 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
	landframe	12 dus#11 dus#10 dus
      attackone 1
	hitfx	data/sounds/empty.wav
	frame	data/chars/rachel/supB00.gif
	delay	1#11#14#15
	frame	data/chars/rachel/supB01.gif
...
...
...

This is the spawned effect file.

Code:
name	pause
type	text
subtype  noskip 
shadow	0
setlayer    -1


anim	idle
	loop	0
	delay	40
	offset	532 308
	bbox	0 0 0 0
	sound	data/sounds/energy.wav
drawmethod alpha 2
	frame	data/sprites/grey1
	@cmd	killentity getlocalvar("self")
	frame	data/sprites/empty.gif
 
Sure! This is the full anims used for this move.

Code:
#SUPER 2
anim	freespecial46# Super slap rush to neck break (SUPER) Roll jump ATTEMPT
#energycost 300 1#100 1
	subentity	pause
	spawnframe	1 240 270 0 1
#	summonframe	1 240 270 0 1
#	damageonlanding 0 1#l'enemi peut faire des indirect damage
      followcond 2
      followanim 6#2#8
	delay	8#6#8#22#18#5#7
	loop	0
#	forcedirection	-1
	jugglecost	1
	offset	96 177
	jumpframe	3 1.4 4.3#3 3.9 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
	landframe	12 dus#11 dus#10 dus
      attackone 1
	hitfx	data/sounds/empty.wav
#**#	bbox	72 180 40 93
	sound	data/chars/rachel/ikuyo.wav
	frame	data/chars/rachel/supB00.gif
	delay	3#1#11#14#15
	frame	data/chars/rachel/supB01.gif

	delay	7#6#8#7#8
#**#	bbox	80 142 49 52
	sound	data/sounds/windsp.wav
      @cmd    degravity 0.67#0.71#0.9#0.6#2#-0.27
	frame	data/chars/rachel/supB02.gif
	frame	data/chars/rachel/supB03.gif

	delay	7#8#6#8#7#8#10
#**#	bbox	77 138 50 50
	frame	data/chars/rachel/supB05.gif

	attack30   75 105 5 25 0 0 1 25#1
#	attack   111 105 10 25 0 0 1 25#1
#	attack   93 105 14 27 0 0 1 25#1
##	attack   90 120 25 28 0 0 1 25#1
	nokill 1
	forcedirection -1
	frame	data/chars/rachel/supB06.gif
	frame	data/chars/rachel/supB07.gif

	frame	data/chars/rachel/supB04.gif
	frame	data/chars/rachel/supB06.gif
	delay	4
	frame	data/chars/rachel/supB08.gif
	frame	data/chars/rachel/supB08b.gif

	attack30   0 0 0 0 0 0
	delay	999
#**#	bbox	78 148 42 71
	frame	data/chars/rachel/supB08c.gif

	delay	19#25#16
#**#	bbox	78 175 42 69
	sound	data/sounds/land.wav
      @cmd    degravity 0#reinitialiser??
	frame	data/chars/rachel/mountp10.gif
	delay	11#10
	frame	data/chars/rachel/j01.gif

#ATTEMPT CHECK (use slam scripts)
#1-grab air enemy/2-if moto 3-if/non ground enemy.
anim follow6
      loop	0
	delay	1
	offset	96 177
	frame	data/chars/rachel/supB09.gif
      @cmd    grabcheckG "ANI_FOLLOW8" "ANI_FOLLOW7" "ANI_FOLLOW7"
	frame	data/chars/rachel/supB09.gif





#enemy not ground/stand (copie de roll attempt)
anim follow7

	loop	0
	offset	96 177
	jumpframe	0 0 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
	landframe	9 dus#9 dus#10 dus

	delay	7#6#8#7#8
	bbox	80 142 49 52
	sound	data/sounds/windsp.wav
	frame	data/chars/rachel/supB02.gif
	frame	data/chars/rachel/supB03.gif

	delay	7#8#6#8#7#8#10
	bbox	77 138 50 50
	frame	data/chars/rachel/supB05.gif

	frame	data/chars/rachel/supB06.gif
	frame	data/chars/rachel/supB07.gif

	frame	data/chars/rachel/supB04.gif
	frame	data/chars/rachel/supB06.gif
	delay	4
	frame	data/chars/rachel/supB08.gif

	delay	999
	bbox	78 148 42 71
	frame	data/chars/rachel/supB08c.gif

	delay	19#25#16
	bbox	78 175 42 69
	sound	data/sounds/land.wav
      @cmd    degravity 0#reinitialiser??
	frame	data/chars/rachel/mountp10.gif
	delay	11#10
	frame	data/chars/rachel/j01.gif




#success, go to custom slam move.
anim follow8
      loop	0
	delay	5#7#10#8
	offset	96 177
      jumpframe 0 0 0
      forcedirection -1



         @script
                void self = getlocalvar("self");
       if ((getentityproperty(self, "direction")==1)&&(frame == 6)){
      changeentityproperty(self, "velocity", 0.2, 0, 0);
      }
      if ((getentityproperty(self, "direction")==0)&&(frame == 6)){
      changeentityproperty(self, "velocity", -0.2, 0, 0);
      }
      if(frame == 31){
      void self = getlocalvar("self");
      changeentityproperty(self, "velocity", 0, 0, 0);
      }
   @end_script





      hitfx   data/sounds/get.wav#empty.wav
#      cancel 2 14 0 D A freespecial27
      @cmd    degravity -2
	sound	data/chars/rachel/kiai2.wav
	frame	data/chars/rachel/supB09.gif
	sound	data/sounds/get.wav
	frame	data/chars/rachel/supB09.gif
	delay	5#7#10#8
      @cmd    entergrab
      @cmd    slamstart2
      @cmd    position 35 1 -1 0 -1#0
#      @cmd    position 35 0 -1 0 0
	frame	data/chars/rachel/supB11.gif
#	sound	data/chars/rachel/kiai2.wav
	frame	data/chars/rachel/supB11.gif
      @cmd    degravity 0

      delay	18#20#25#60#35#40#14
	frame	data/chars/rachel/supB10.gif#INSTALL



#####BAFFES
      delay	45#60
      @cmd    position 35 1 -1 0 -1#0
	frame	data/chars/rachel/supB13.gif#transi 1ST (long en +)

      delay	5
      @cmd    position 35 1 -1 0 -1#0
#	sound	data/chars/rachel/soresore.wav
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 26 98 3#--name x y z--
	frame	data/chars/rachel/supB14.gif#baffe1
     @cmd       spawnRandom "bld" 26 98 3 40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	16
     @cmd       spawnRandom "blooddwn" 26 98 3 35#40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	5
      @cmd    position 35 1 -1 0 -1#0
	sound	data/chars/rachel/soresore.wav
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 23 97 3#--name x y z--
	frame	data/chars/rachel/supB12.gif#baffe2
     @cmd       spawnRandom "blu" 26 98 3 40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB12.gif#baffe2
      delay	16
     @cmd       spawnRandom "bloodup" 26 98 3 35#40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB12.gif#baffe2






      delay	5
      @cmd    position 35 1 -1 0 -1#0
#	sound	data/chars/rachel/soresore.wav
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 26 98 3#--name x y z--
	frame	data/chars/rachel/supB14.gif#baffe1
     @cmd       spawnRandom "bld" 26 98 3 40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	16
     @cmd       spawnRandom "blooddwn" 26 98 3 35#40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	5
      @cmd    position 35 1 -1 0 -1#0
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 23 97 3#--name x y z--
	frame	data/chars/rachel/supB12.gif#baffe2
     @cmd       spawnRandom "blu" 26 98 3 40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB12.gif#baffe2
      delay	16
     @cmd       spawnRandom "bloodup" 26 98 3 35#40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB12.gif#baffe2






      delay	5
      @cmd    position 35 1 -1 0 -1#0
#	sound	data/chars/rachel/soresore.wav
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 26 98 3#--name x y z--
	frame	data/chars/rachel/supB14.gif#baffe1
     @cmd       spawnRandom "bld" 26 98 3 80#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	16
     @cmd       spawnRandom "blooddwn" 26 98 3 80#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1

#####BAFFES

#####KUBI
      delay	12
      @cmd    position 35 1 -1 0 -1#0
	frame	data/chars/rachel/supB15.gif#

      delay	75#80#70#45
      @cmd    position 35 1 -1 0 -1#0
	sound	data/sounds/strangle1.wav
	frame	data/chars/rachel/supB16.gif#

      delay	1
      @cmd    position 35 1 -1 0 -1#0
	sound	data/chars/rachel/eei.wav#kiai4.wav
	frame	data/chars/rachel/supB17.gif#
      delay	7#6
      @cmd    position 35 1 -1 0 -1#0
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB17.gif#


      delay	1
      @cmd    position 37 1 -1 0 -1#0
	sound	data/sounds/strangle2.wav
	@cmd spawn01 "flashshort" 10 90 3#--name x y z--
	frame	data/chars/rachel/supB18.gif#
      delay	7#6
      @cmd    position 37 1 -1 0 -1#0
	sound	data/sounds/snap4.wav
##	@cmd spawn01 "bldcrsh" 10 92 5#--name x y z--
#	@cmd spawn01 "blu" 10 92 5#--name x y z--
	@cmd spawn01 "bloodup" 10 92 5#--name x y z--
	frame	data/chars/rachel/supB18.gif#



	offset	96 177##shake 0
      delay	3#5
      @cmd    hurt 60
#      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#

	offset	92 177##shake -4
      delay	3#5
@cmd spawn01 "twist" 3 95 3#--name x y z--
#      @cmd    position 37 -3 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#

	offset	100 177##shake +4
      delay	4#5
      @cmd    position 37 5 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#

	offset	94 177##shake -2
      delay	4#5
      @cmd    position 37 -1 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#

	offset	98 177##shake +2
      delay	4#5
      @cmd    position 37 3 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#







	offset	96 177
      delay	5#4#15#25#10#55#40
      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19b.gif#


	offset	96 177
      delay	3#4#15#25#10#55#40
      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#
	offset	96 177
      delay	5#4#15#25#10#55#40
      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19b.gif#


	offset	96 177
      delay	3#5#*##50#45#55#40
      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#






      delay	5#*##11#17#25#20
      @cmd    position 35 1 -1 0 -1#0
	frame	data/chars/rachel/supB20.gif#
#####KUBI

      delay	5#1#*##20#30#35#40#16
	frame	data/chars/rachel/supB99.gif#supB20.gif#supB99.gif

      delay	1
      @cmd    depost 0
      @cmd    finish 1 1 -1 3 0 -1#1#-1
#      @cmd    finish 1 1 -1 3 0 -1#1#-1
#      @cmd    finish 0 1 -1 3 0 -1#1#-1
##      @cmd    finish 2 1 -1 3 0 -1
###      @cmd    finish 2 1 1 3 0 1
	frame	data/chars/rachel/supB21.gif#supB20.gif#supB99.gif

      @cmd    anichange "ANI_FOLLOW10"
#      @cmd    anichange "ANI_FOLLOW2"
	frame	data/chars/rachel/supB99.gif#supB10.gif


#jump of (jump from enemy)
anim  follow10
      loop	0
	delay	5
	offset	96 177
      jumpframe 0 4 -1.5
      landframe 7 dus
      offset	70 170
      @cmd    degravity 0#reinitialiser??
	frame	data/chars/rachel/supB07.gif
	frame	data/chars/rachel/supB06.gif
	frame	data/chars/rachel/supB05.gif
	frame	data/chars/rachel/supB04.gif
	frame	data/chars/rachel/supB03.gif
	frame	data/chars/rachel/supB02.gif

	offset	80 175#transi
      delay	999
	frame	data/chars/rachel/j06.gif

	offset	96 177
	delay	12#6
	sound	data/sounds/land.wav
	frame	data/chars/rachel/j01.gif
 
Aaah, now I understand what's wrong with this. It's the grabcheckG fault. It is designed to approve only if opponent is on ground or to be exact his/her altitude is 0.

Give me time to fix this.

BTW I set this check set cause in Crime Buster v2.5, players can attack obstacles also but I don't want them to grab those. If Rachel are limited to attack enemies only, you don't need these check set IOW follow8 can be renamed to follow6.

Also, do you really need this altitude check? I have these checks to prevent some moves to be performed on wrong enemies. However, after releasing the mod, I realized that this is not necessary and too limiting.
 
Ok, thanks!
But Rachel and other players can attack obstacles, this is set this way in header.
Code:
candamage    enemy obstacle npc
It will be weird if she can grab obstacles with this particular move.
So I cannot use follow6.  :-[

I don't really need altitude check I just want to avoid the move to hit mid air enemies (falling enemies, jumping enemies...)

What do I have to edit to make it possible?
 
Well, that's exactly what these functions set are for, to avoid grabbing mid air opponents.

Anyways, for fix here's the fixed grabcheckA and grabcheckG:

Code:
void grabcheckA(void Ani1, void Ani2, void Ani3)
{ // Hero's airgrab checker
// This script prevents hero from grabbing ground enemies, bikers, jetpacks, special enemies and non-enemy entities
//  Ani1 = Grab animation to play
//  Ani2 = Animation to play if hit enemy are bikers or jetpacks
//  Ani3 = Animation to play if hit opponent are not airborne enemies

    void self = getlocalvar("self");
    void target = getentityproperty(self, "opponent");

    if(target!=NULL()){

      if(getentityproperty(target, "a") > getentityproperty(target, "base")){
        int Check = checkgrab(target);

        if(Check == 0)
        { 
          changeentityproperty(self, "animation", openborconstant(Ani2));
        } else if(Check == 1){
          setlocalvar("Target" + self, target);
          changeentityproperty(self, "animation", openborconstant(Ani1));
        }
      } else {
        changeentityproperty(self, "animation", openborconstant(Ani3));
      }

    }
}

void grabcheckG(void Ani1, void Ani2, void Ani3)
{ // Hero's groundgrab checker
// This script prevents hero from grabbing airborne enemies, bikers, jetpacks, special enemies and non-enemy entities
//  Ani1 = Grab animation to play
//  Ani2 = Animation to play if hit enemy are bikers or jetpacks
//  Ani3 = Animation to play if hit opponent are not ground enemies

    void self = getlocalvar("self");
    void target = getentityproperty(self, "opponent");

    if(target!=NULL()){

      if(getentityproperty(target, "a") == getentityproperty(target, "base")){
        int Check = checkgrab(target);

        if(Check == 0)
        { 
          changeentityproperty(self, "animation", openborconstant(Ani2));
        } else if(Check == 1){
          setlocalvar("Target" + self, target);
          changeentityproperty(self, "animation", openborconstant(Ani1));
        }
      } else {
        changeentityproperty(self, "animation", openborconstant(Ani3));
      }

    }
}

HTH
 
Thanks a lot for updating the code!
This version of script fits perfectly this move!

Talking of the move itself.
I'm working on the animation played for attack when it touch mid air enemies.
I replaced the old one by something where Rachel give some air kicks.
The idea is to have this move to hit air opponents if the move hits (even if it take less damage)

But for some reason the move don't hits.
I was pretty sure nothing particular was wrong on coding, but can it be due to properties of previous super move anims or something else?

Sometimes when the follow anim is activated by hitting an air enemy, the kicks can hit another stand entity, ex: Referee.

This is the follow anim played when enemy is hit in mid air.

Code:
#enemy pas ground/stand (fail on grab attempt)
anim follow7
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	forcedirection	-1

	loop	0
#	fastattack	1
	jugglecost	1
	offset	96 198
	jumpframe	0 0.1 3#0 0 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
	landframe	5 dus#7 dus#9 dus#10 dus

	delay	5
#      attack	0 0 0 0 0 0
      @cmd    degravity 0.67#0.71#0.9#0.6#2#-0.27
      frame	data/chars/rachel/blast05.gif

	delay	5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  99 74 63 40 10 1 0 0 20 25
      frame	data/chars/rachel/blast06.gif

      sound	data/sounds/a2.wav

#	delay	1
#      attack	0 0 0 0 0 0
#      frame	data/chars/rachel/blast07.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  106 83 59 48 10 1 0 0 20 25
      frame	data/chars/rachel/blast07.gif

#	delay	1
#      attack	0 0 0 0 0 0
#      frame	data/chars/rachel/blast08.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  105 73 78 54 10 1 0 0 20 25 
      frame	data/chars/rachel/blast08.gif

	delay	300
      attack	0 0 0 0 0 0
      frame	data/chars/rachel/blast09.gif

	offset	96 177
	delay	6
	sound	data/sounds/land.wav
      @cmd    degravity 0#reinitialiser??
      frame	data/chars/rachel/blast10.gif
	delay	11
      frame	data/chars/rachel/blast11.gif
 
Sure!
This is what I posted on my previous post.
In fact, I edited the follow anim played when the grab attempt "hit" air enemies (fail grab), to something that actually attacks.

Fail grab and air kicks ARE the same "follow" anim.

Code:
#enemy pas ground/stand (fail on grab attempt)
anim follow7
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	forcedirection	-1

	loop	0
#	fastattack	1
	jugglecost	1
	offset	96 198
	jumpframe	0 0.1 3#0 0 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
	landframe	5 dus#7 dus#9 dus#10 dus

	delay	5
#      attack	0 0 0 0 0 0
      @cmd    degravity 0.67#0.71#0.9#0.6#2#-0.27
      frame	data/chars/rachel/blast05.gif

	delay	5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  99 74 63 40 10 1 0 0 20 25
      frame	data/chars/rachel/blast06.gif

      sound	data/sounds/a2.wav

#	delay	1
#      attack	0 0 0 0 0 0
#      frame	data/chars/rachel/blast07.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  106 83 59 48 10 1 0 0 20 25
      frame	data/chars/rachel/blast07.gif

#	delay	1
#      attack	0 0 0 0 0 0
#      frame	data/chars/rachel/blast08.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  105 73 78 54 10 1 0 0 20 25 
      frame	data/chars/rachel/blast08.gif

	delay	300
      attack	0 0 0 0 0 0
      frame	data/chars/rachel/blast09.gif

	offset	96 177
	delay	6
	sound	data/sounds/land.wav
      @cmd    degravity 0#reinitialiser??
      frame	data/chars/rachel/blast10.gif
	delay	11
      frame	data/chars/rachel/blast11.gif

Please, say me if I misunderstood what you asked me to post.
 
This is the full move (including grapple parts)
-freespecial46 super slam attempt
-follow6 grapple part attempt
-follow7 grapple FAIL - and kick move (to play if hit an air enemy)
-follow8 super slam success
-follow10 jump from enemy

Code:
#SUPER 2
anim	freespecial46# Super slap rush to neck break (SUPER) Roll jump ATTEMPT
#energycost 300 1#100 1
	subentity	pause
	spawnframe	1 240 270 0 1
#	summonframe	1 240 270 0 1
#	damageonlanding 0 1#l'enemi peut faire des indirect damage
      followcond 2
      followanim 6#2#8
	delay	8#6#8#22#18#5#7
	loop	0
#	forcedirection	-1
	jugglecost	1
	offset	96 177
	jumpframe	3 1.4 4.3#3 3.9 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
	landframe	12 dus#11 dus#10 dus
      attackone 1
	hitfx	data/sounds/empty.wav
#**#	bbox	72 180 40 93
	sound	data/chars/rachel/ikuyo.wav
	frame	data/chars/rachel/supB00.gif
	delay	3#1#11#14#15
	frame	data/chars/rachel/supB01.gif

	delay	7#6#8#7#8
#**#	bbox	80 142 49 52
	sound	data/sounds/windsp.wav
      @cmd    degravity 0.67#0.71#0.9#0.6#2#-0.27
	frame	data/chars/rachel/supB02.gif
	frame	data/chars/rachel/supB03.gif

	delay	7#8#6#8#7#8#10
#**#	bbox	77 138 50 50
	frame	data/chars/rachel/supB05.gif

	attack30   75 105 5 25 0 0 1 25#1
#	attack   111 105 10 25 0 0 1 25#1
#	attack   93 105 14 27 0 0 1 25#1
##	attack   90 120 25 28 0 0 1 25#1
	nokill 1
	forcedirection -1
	frame	data/chars/rachel/supB06.gif
	frame	data/chars/rachel/supB07.gif

	frame	data/chars/rachel/supB04.gif
	frame	data/chars/rachel/supB06.gif
	delay	4
	frame	data/chars/rachel/supB08.gif
	frame	data/chars/rachel/supB08b.gif

	attack30   0 0 0 0 0 0
	delay	999
#**#	bbox	78 148 42 71
	frame	data/chars/rachel/supB08c.gif

	delay	19#25#16
#**#	bbox	78 175 42 69
	sound	data/sounds/land.wav
      @cmd    degravity 0#reinitialiser??
	frame	data/chars/rachel/mountp10.gif
	bbox	66 92 78 64
	delay	11#10
	frame	data/chars/rachel/j01.gif

#ATTEMPT CHECK (use slam scripts)
#1-grab air enemy/2-if moto 3-if/non ground enemy.
anim follow6
      loop	0
	delay	1
	offset	96 177
	frame	data/chars/rachel/supB09.gif
      @cmd    grabcheckG "ANI_FOLLOW8" "ANI_FOLLOW7" "ANI_FOLLOW7"
	frame	data/chars/rachel/supB09.gif





#enemy pas ground/stand (fail on grab attempt)
anim follow7
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	forcedirection	-1

	loop	0
#	fastattack	1
	jugglecost	1
	offset	96 198
	jumpframe	0 0.1 3#0 0 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
	landframe	5 dus#7 dus#9 dus#10 dus

	delay	5
#      attack	0 0 0 0 0 0
      @cmd    degravity 0.67#0.71#0.9#0.6#2#-0.27
      frame	data/chars/rachel/blast05.gif

	delay	5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  99 74 63 40 10 1 0 0 20 25
      frame	data/chars/rachel/blast06.gif

      sound	data/sounds/a2.wav

#	delay	1
#      attack	0 0 0 0 0 0
#      frame	data/chars/rachel/blast07.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  106 83 59 48 10 1 0 0 20 25
      frame	data/chars/rachel/blast07.gif

#	delay	1
#      attack	0 0 0 0 0 0
#      frame	data/chars/rachel/blast08.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  105 73 78 54 10 1 0 0 20 25 
      frame	data/chars/rachel/blast08.gif

	delay	300
      attack	0 0 0 0 0 0
      frame	data/chars/rachel/blast09.gif

	offset	96 177
	delay	6
	sound	data/sounds/land.wav
      @cmd    degravity 0#reinitialiser??
      frame	data/chars/rachel/blast10.gif
	delay	11
      frame	data/chars/rachel/blast11.gif



#success, go to custom slam move.
anim follow8
      loop	0
	delay	5#7#10#8
	offset	96 177
      jumpframe 0 0 0
      forcedirection -1



         @script
                void self = getlocalvar("self");
       if ((getentityproperty(self, "direction")==1)&&(frame == 6)){
      changeentityproperty(self, "velocity", 0.2, 0, 0);
      }
      if ((getentityproperty(self, "direction")==0)&&(frame == 6)){
      changeentityproperty(self, "velocity", -0.2, 0, 0);
      }
      if(frame == 31){
      void self = getlocalvar("self");
      changeentityproperty(self, "velocity", 0, 0, 0);
      }
   @end_script





      hitfx   data/sounds/get.wav#empty.wav
#      cancel 2 14 0 D A freespecial27
      @cmd    degravity -2
	sound	data/chars/rachel/kiai2.wav
	frame	data/chars/rachel/supB09.gif
	sound	data/sounds/get.wav
	frame	data/chars/rachel/supB09.gif
	delay	5#7#10#8
      @cmd    entergrab
      @cmd    slamstart2
      @cmd    position 35 1 -1 0 -1#0
#      @cmd    position 35 0 -1 0 0
	frame	data/chars/rachel/supB11.gif
#	sound	data/chars/rachel/kiai2.wav
	frame	data/chars/rachel/supB11.gif
      @cmd    degravity 0

      delay	18#20#25#60#35#40#14
	frame	data/chars/rachel/supB10.gif#INSTALL



#####BAFFES
      delay	45#60
      @cmd    position 35 1 -1 0 -1#0
	frame	data/chars/rachel/supB13.gif#transi 1ST (long en +)

      delay	5
      @cmd    position 35 1 -1 0 -1#0
#	sound	data/chars/rachel/soresore.wav
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 26 98 3#--name x y z--
	frame	data/chars/rachel/supB14.gif#baffe1
     @cmd       spawnRandom "bld" 26 98 3 40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	16
     @cmd       spawnRandom "blooddwn" 26 98 3 35#40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	5
      @cmd    position 35 1 -1 0 -1#0
	sound	data/chars/rachel/soresore.wav
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 23 97 3#--name x y z--
	frame	data/chars/rachel/supB12.gif#baffe2
     @cmd       spawnRandom "blu" 26 98 3 40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB12.gif#baffe2
      delay	16
     @cmd       spawnRandom "bloodup" 26 98 3 35#40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB12.gif#baffe2






      delay	5
      @cmd    position 35 1 -1 0 -1#0
#	sound	data/chars/rachel/soresore.wav
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 26 98 3#--name x y z--
	frame	data/chars/rachel/supB14.gif#baffe1
     @cmd       spawnRandom "bld" 26 98 3 40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	16
     @cmd       spawnRandom "blooddwn" 26 98 3 35#40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	5
      @cmd    position 35 1 -1 0 -1#0
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 23 97 3#--name x y z--
	frame	data/chars/rachel/supB12.gif#baffe2
     @cmd       spawnRandom "blu" 26 98 3 40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB12.gif#baffe2
      delay	16
     @cmd       spawnRandom "bloodup" 26 98 3 35#40#60#100#25#x y z %de chance
	frame	data/chars/rachel/supB12.gif#baffe2






      delay	5
      @cmd    position 35 1 -1 0 -1#0
#	sound	data/chars/rachel/soresore.wav
	frame	data/chars/rachel/supB13.gif#transi
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB13.gif#transi
      delay	1
      @cmd    hurt 25
      @cmd    position 36 1 -1 0 -1#0
	sound	data/sounds/slap.wav
	@cmd spawn01 "flashshort" 26 98 3#--name x y z--
	frame	data/chars/rachel/supB14.gif#baffe1
     @cmd       spawnRandom "bld" 26 98 3 80#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1
      delay	16
     @cmd       spawnRandom "blooddwn" 26 98 3 80#100#25#x y z %de chance
	frame	data/chars/rachel/supB14.gif#baffe1

#####BAFFES

#####KUBI
      delay	12
      @cmd    position 35 1 -1 0 -1#0
	frame	data/chars/rachel/supB15.gif#

      delay	75#80#70#45
      @cmd    position 35 1 -1 0 -1#0
	sound	data/sounds/strangle1.wav
	frame	data/chars/rachel/supB16.gif#

      delay	1
      @cmd    position 35 1 -1 0 -1#0
	sound	data/chars/rachel/eei.wav#kiai4.wav
	frame	data/chars/rachel/supB17.gif#
      delay	7#6
      @cmd    position 35 1 -1 0 -1#0
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/supB17.gif#


      delay	1
      @cmd    position 37 1 -1 0 -1#0
	sound	data/sounds/strangle2.wav
	@cmd spawn01 "flashshort" 10 90 3#--name x y z--
	frame	data/chars/rachel/supB18.gif#
      delay	7#6
      @cmd    position 37 1 -1 0 -1#0
	sound	data/sounds/snap4.wav
##	@cmd spawn01 "bldcrsh" 10 92 5#--name x y z--
#	@cmd spawn01 "blu" 10 92 5#--name x y z--
	@cmd spawn01 "bloodup" 10 92 5#--name x y z--
	frame	data/chars/rachel/supB18.gif#



	offset	96 177##shake 0
      delay	3#5
      @cmd    hurt 60
#      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#

	offset	92 177##shake -4
      delay	3#5
@cmd spawn01 "twist" 3 95 3#--name x y z--
#      @cmd    position 37 -3 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#

	offset	100 177##shake +4
      delay	4#5
      @cmd    position 37 5 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#

	offset	94 177##shake -2
      delay	4#5
      @cmd    position 37 -1 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#

	offset	98 177##shake +2
      delay	4#5
      @cmd    position 37 3 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#







	offset	96 177
      delay	5#4#15#25#10#55#40
      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19b.gif#


	offset	96 177
      delay	3#4#15#25#10#55#40
      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#
	offset	96 177
      delay	5#4#15#25#10#55#40
      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19b.gif#


	offset	96 177
      delay	3#5#*##50#45#55#40
      @cmd    position 37 1 -1 0 -1#0
	frame	data/chars/rachel/supB19.gif#






      delay	5#*##11#17#25#20
      @cmd    position 35 1 -1 0 -1#0
	frame	data/chars/rachel/supB20.gif#
#####KUBI

      delay	5#1#*##20#30#35#40#16
	frame	data/chars/rachel/supB99.gif#supB20.gif#supB99.gif

      delay	1
      @cmd    depost 0
      @cmd    finish 1 1 -1 3 0 -1#1#-1
#      @cmd    finish 1 1 -1 3 0 -1#1#-1
#      @cmd    finish 0 1 -1 3 0 -1#1#-1
##      @cmd    finish 2 1 -1 3 0 -1
###      @cmd    finish 2 1 1 3 0 1
	frame	data/chars/rachel/supB21.gif#supB20.gif#supB99.gif

      @cmd    anichange "ANI_FOLLOW10"
#      @cmd    anichange "ANI_FOLLOW2"
	frame	data/chars/rachel/supB99.gif#supB10.gif


#jump of (jump from enemy)
anim  follow10
      loop	0
	delay	5
	offset	96 177
      jumpframe 0 4 -1.5
      landframe 7 dus
      offset	70 170
      @cmd    degravity 0#reinitialiser??
	frame	data/chars/rachel/supB07.gif
	frame	data/chars/rachel/supB06.gif
	frame	data/chars/rachel/supB05.gif
	frame	data/chars/rachel/supB04.gif
	frame	data/chars/rachel/supB03.gif
	frame	data/chars/rachel/supB02.gif

	offset	80 175#transi
      delay	999
	frame	data/chars/rachel/j06.gif

	offset	96 177
	delay	12#6
	sound	data/sounds/land.wav
	frame	data/chars/rachel/j01.gif
 
Thanks :)

One thing that still confuses me is how do you know air kicks misses?

BTW I just noticed these on follow7 header:

damageonlanding 0 1#l'enemi peut faire des indirect damage
forcedirection -1

These 2 commands are attackbox supplement and must be declared after an attackbox. You should put these in right place or just remove them.
 
About the 2 command misplaced, I will have to update both player, enemy and npc. This is why I prefer to have a "perfect" entity of these 3 types as a template for the next characters to come! Thanks for pointing it out!

And
For the super move, I think the kick part don't hit, just because there is no damage taken, no hit flash, no hit sound...

Tha grab atempt, by hitting air enemies and cancel to Follow7, it makes enemy hoping a little in air but without damage, sound or flash. This is normal since this particular box is meant to check enemy.

But I have the feeling that if someone is hit by this "check" box, he cannot be hit again.
 
I activated it again, but the kick still don't hit.
Perhaps I will delete the move, since it cannot properly hit.

I can remember having similar problem with the first super move few months ago.

It worked this way.
Freespecial# (attempt)
On hit, it goes to Follow#

And the first hit of follow# never hit at this time.

By adding this particular line in attempt (first anim)

Code:
fastattack	1############PROBLEM FIXED WITH THIS LINE

But now, for the super2 move long range slam, and cancel to kicks on miss,
Is still don't work. ???
 
In the kick move/ miss anim, right?

I tested it like tht, but it is still not working.

Code:
#enemy pas ground/stand (fail on grab attempt)
anim follow7
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	forcedirection	-1

	loop	0
	fastattack	1
	jugglecost	1
	offset	96 198
	jumpframe	0 0.1 3#0 0 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
	landframe	5 dus#7 dus#9 dus#10 dus

	delay	5
      attack	0 0 0 0 0 0
      @cmd    degravity 0.67#0.71#0.9#0.6#2#-0.27
      frame	data/chars/rachel/blast05.gif

	delay	5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  99 74 63 40 10 1 0 0 20 25
      frame	data/chars/rachel/blast06.gif

      sound	data/sounds/a2.wav

#	delay	1
#      attack	0 0 0 0 0 0
#      frame	data/chars/rachel/blast07.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  106 83 59 48 10 1 0 0 20 25
      frame	data/chars/rachel/blast07.gif

#	delay	1
#      attack	0 0 0 0 0 0
#      frame	data/chars/rachel/blast08.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
      attack  105 73 78 54 10 1 0 0 20 25 
      frame	data/chars/rachel/blast08.gif

	delay	300
      attack	0 0 0 0 0 0
      frame	data/chars/rachel/blast09.gif

	offset	96 177
	delay	6
	sound	data/sounds/land.wav
      @cmd    degravity 0#reinitialiser??
      frame	data/chars/rachel/blast10.gif
	delay	11
      frame	data/chars/rachel/blast11.gif
 
OK,
THe move finally hits, but in a weird way...

Because there is no hint about what happening, and no way to display the hitboxes ingame (AFAIK), I edited the boxes in very big size, this way we cannot just think the attackbox is too small or something.

During the flip kick animation used on this move, it must have 3 hits.
These frames:
blast06.gif
blast07.gif
blast08.gif

THe attack box and proprieties are exactly the same for all boxes, but for some reason, only the last one, "blast08.gif" frame hits.

this is the exact code used.

Code:
#enemy pas ground/stand (fail on grab attempt) => KICKS!
anim follow7
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	forcedirection	-1

	loop	0
	fastattack	1
	jugglecost	1
	offset	96 198
	jumpframe	0 0.1 1.5#0 0.1 3#0 0 4.3#3 4 4.1# frame Y X...
	landframe	8 dus#5 dus#7 dus#9 dus#10 dus

	delay	5
      attack	0 0 0 0 0 0
      @cmd    degravity 0.67#0.71#0.9#0.6#2#-0.27
      frame	data/chars/rachel/blast05.gif

	delay	1
      attack	0 0 0 0 0 0
      frame	data/chars/rachel/blast06.gif

	delay	4#7#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
	attack	-300 -300 1000 1000 10 1 0 0 20 100#9 0
#      attack  99 74 63 40 10 1 0 0 20 25
	dropv	-5 2#YXZ
      frame	data/chars/rachel/blast06.gif

      sound	data/sounds/a2.wav

	delay	1
      attack	0 0 0 0 0 0
      frame	data/chars/rachel/blast07.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
	attack	-300 -300 1000 1000 10 1 0 0 20 100#9 0
#      attack  106 83 59 48 10 1 0 0 20 25
	dropv	-5 2#YXZ
      frame	data/chars/rachel/blast07.gif

	delay	1
      attack	0 0 0 0 0 0
      frame	data/chars/rachel/blast08.gif

	delay	4#5
	hitfx	data/sounds/powhit.wav#sphit1.wav#beat2.wav
	attack	-300 -300 1000 1000 10 1 0 0 20 100#9 0
#      attack  105 73 78 54 10 1 0 0 20 25
	dropv	-5 2#YXZ
      frame	data/chars/rachel/blast08.gif

	delay	300
      attack	0 0 0 0 0 0
      frame	data/chars/rachel/blast09.gif

	offset	96 177
	delay	6
	sound	data/sounds/land.wav
      @cmd    degravity 0#reinitialiser??
      frame	data/chars/rachel/blast10.gif
	delay	11
      frame	data/chars/rachel/blast11.gif

I still can't understand why the move is buggy.
 
Hmmm... maybe the attack rate limit is back for some reason.

Anyways, why don't you delay Rachel's kick attack more? I think that aside of solving this bug, it would look better if Rachel pauses in mid air a bit before kicking.
 
Thanks to both.
I used all you advice to adapt the move.

Since it's some kins of downward flip kick a too long pause in air would be bad visually.
I given a little "flying" effect with degravity command.

And by increasing the time display of frames the move finally hits. (only 2 hits instead of 3)
But this is great this way, because the move is a fail version of super move, so it don't have to be too spectacular.



Now I'm thinking of 2 more things.
I want my enemy to try to stomp players when they are lying down.
I might use the command I used for "taunt variation". It was done to detect lying opponent and taunt them.

As a reminder:

Code:
anim	idle
	loop	1
	offset	96 177
	bbox	67 58 61 122
	delay	6#13
        @cmd    clearL

	frame	data/chars/mex/idle01.gif
@cmd spawnDmg "bdrop" 0 112 3 0.1#0.99#--name x y z niv de life--
	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"#check si player est au sol pour le taunter
	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"
	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"
	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"

	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"
	frame	data/chars/mex/idle01.gif
@cmd spawnDmg "bdrop" -5 110 3 0.1#0.99#--name x y z niv de life--
	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"
	frame	data/chars/mex/idle01.gif
@cmd spawnDmg "bdrop" 3 118 3 0.1#0.99#--name x y z niv de life--
	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"
	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"
	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"
	frame	data/chars/mex/idle01.gif
@cmd attackAnim "ANI_FALL" "ANI_FOLLOW2"


The same thing was used in walk anim.

How can I make the stomp move having priority on this taunt if players are on the ground.
Also how can I apply the code, since IDLE and WALK anim are full of CMD now?

----------------------


There is one more thing I haven't fixed.

I used a random dizzy rise anim (with follow1)
The thing was to make stars FX disapearing if character leave dizzy anim.
It worked fine.

As a reminder

Code:
anim	follow1# dizzy anim - randomly from rise
   	offset   96 177
	bbox	67 58 61 122

	delay	15
	frame	data/chars/mex/rise1.gif
	delay	18
	frame	data/chars/mex/rise2.gif
	delay	18
	frame	data/chars/mex/rise3.gif

  	 delay   20#30#100#15

@cmd spawnBind "stun0001" 0 90 2 1 4#0 2 90 1 4


   	frame   data/chars/mex/pain2.gif
  	delay   25#40
@cmd spawnDmg "bdropfst" -20 108 3 0.1#0.99#--name x y z niv de life--
  	frame   data/chars/mex/pain1.gif
  	 delay   30
   	frame   data/chars/mex/pain2.gif
  	delay   25
  	frame   data/chars/mex/pain1.gif
  	delay   60
@cmd spawnDmg "bdropfst" 15 92 3 0.1#0.99#--name x y z niv de life--
  	frame   data/chars/mex/pain2.gif

But I would like to have the same stars disapearing thing on a custom pain anim used like a "direct dizzy on hit"
Code:
anim	pain32# dizzy anim--------mostly like follow 1 ( = random get up dizzy)
   	offset   96 177
	bbox	67 58 61 122

#	subentity	stun0001
#	spawnframe	1 0 2 90 0#1 0 0 0 0
@cmd spawnBind "stun0001" 0 90 2 1 4#0 2 90 1 4

  	 delay   20#30#100#15
   	frame   data/chars/mex/pain2.gif
  	delay   25#40
  	frame   data/chars/mex/pain1.gif
  	 delay   30
   	frame   data/chars/mex/pain2.gif
  	delay   25
  	frame   data/chars/mex/pain1.gif
  	delay   60
  	frame   data/chars/mex/pain2.gif


How can I apply such an effect on this pain32 anim too?

Do I have to create one more different "@cmd spawnBind" to activate this again on the new anim?
 
How can I make the stomp move having priority on this taunt if players are on the ground.
Also how can I apply the code, since IDLE and WALK anim are full of CMD now?

I forgot which player animation is the 'cause' for taunt but if it is FALL (same as stomp) you can just set randomness script in FOLLOW2 and set priority in script.

How can I apply such an effect on this pain32 anim too?

Do I have to create one more different "@cmd spawnBind" to activate this again on the new anim?

Yes, but don't forget to add pain32 animation to stun0001.
 
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