MysticalMist
Active member
I'm making a basic flying enemy that has a downward-diagonal kick attack like the Jet enemies from SOR. Very basic stuff.
I've made enemies like this in the past without much issue, but for some reason, I can't help but feel like I'm missing something painfully obvious, yet I can't seem to figure it out. Here's some of the code with the header, idle and attack:
Update: I have tried using enemies such as @Bloodbane's harpy from his Map9 example and strangely enough, it counters the same issue. At least on the test stage I've made since the beginning of my project. So maybe something is wrong with the level?
Stage txt:
I've made enemies like this in the past without much issue, but for some reason, I can't help but feel like I'm missing something painfully obvious, yet I can't seem to figure it out. Here's some of the code with the header, idle and attack:
Code:
name Beatrix
health 50
speed 14
type enemy
gfxshadow 1
risetime 300
knockdowncount 20
hostile player npc
candamage player npc obstacle
icon data/chars/beatrix/icon.png 1
diesound data/sounds/fdie01.wav
animationscript data/scripts/escript.c
subject_to_platform 0
subject_to_hole 0
anim idle
loop 1
delay 7
offset 45 88
bbox.position.x 33
bbox.position.y 9
bbox.size.x 25
bbox.size.y 78
seta 70
frame data/chars/beatrix/idle/2.png
frame data/chars/beatrix/idle/1.png
frame data/chars/beatrix/idle/0.png
anim attack1
loop 0
delay 7
seta 0
@cmd degravity 1
offset 45 88
bbox.position.x 33
bbox.position.y 9
bbox.size.x 25
bbox.size.y 78
range 0 200
frame data/chars/beatrix/dmg/2.png
delay 24
offset 45 84
bbox.position.x 33
bbox.position.y 5
bbox.size.x 25
bbox.size.y 78
attack.damage.force 20
attack.position.x 34
attack.position.y 51
attack.reaction.fall.force 99
attack.reaction.fall.velocity.x 2.0
attack.reaction.fall.velocity.y 2.0
attack.size.x 26
attack.size.y 32
@cmd dasher 3 -3 0
frame data/chars/beatrix/atk/0.png
delay 40
offset 45 84
bbox.position.x 33
bbox.position.y 5
bbox.size.x 25
bbox.size.y 78
attack.position.x 0
attack.position.y 0
attack.size.x 0
attack.size.y 0
@cmd degravity 0
frame data/chars/beatrix/dmg/5.png
loop 0
delay 7
offset 45 88
bbox.position.x 33
bbox.position.y 9
bbox.size.x 25
bbox.size.y 78
movea 10
frame data/chars/beatrix/idle/2.png
frame data/chars/beatrix/idle/1.png
frame data/chars/beatrix/idle/0.png
Update: I have tried using enemies such as @Bloodbane's harpy from his Map9 example and strangely enough, it counters the same issue. At least on the test stage I've made since the beginning of my project. So maybe something is wrong with the level?
Stage txt:
Code:
background data/bgs/training/bg.png
direction both
panel data/bgs/training/ring.png
order a
settime 0
notime 1
#---------------------
wall 49 281 -85 -85 106 -18 89 9999
wall 694 275 -158 -28 28 29 92 9999
spawn1 150 0 0
spawn1 150 10 0
spawn drug_machine
coords 207 220
item medkit
at 0
spawn speaker
coords 325 217
item money
at 0
group 1 1
at 0
spawn beatrix
alias Test_Enemy
coords 500 239
at 0
Last edited: