Modify pain animation during a special (using scripted grab)

afhc2x17

Active member
Hi again, I was finally able to get some kind of nelson grab on a player by enemies, but when the enemies attack the player, the pain animation is instead a fall animation on each hit before returning to the "grabbed" animation. Here's the code:

Code:
anim special
    energycost 0 2
    loop    0
    offset    62 125
    range    20 45
    bbox    49 38 33 87
    delay    10
    attackone    1
    attack25 82 43 35 13 0 0 1 1 0 0
    frame    data/chars/burglar/grab03_01.png
    attack    0
    delay    10
    @cmd    slamstart
    @cmd    position 1 -5 8 1 1
    @cmd    forceanim "ANI_PAIN25" 0
    
    //This group repeats by the duration of the grab
    delay    30
    @cmd    forceanim "ANI_PAIN25" 1
    frame    data/chars/burglar/grab03_01.png
    delay    30
    @cmd    forceanim "ANI_PAIN25" 0
    frame    data/chars/burglar/grab03_01.png
    //End of repeat group
        
    @cmd    depost 0
    @cmd    finish 0 -1 -1 0 0
    @cmd    forceanim "ANI_FALL17" 0
    delay    18
    @cmd    clearL
    frame    data/chars/burglar/attack01_02.png

And this is the anim PAIN:
Code:
anim pain25
    loop    0
    delay   30
    offset  87 140
    bbox    98 55 21 50
    @cmd    bigcounter2 //Bigcounter special to break free during grab
    frame    data/chars/moon/pain25_01.png
    delay   30
    @cmd    bigcounter2
    frame    data/chars/moon/pain25_02.png

I want the pain animation for the player during other enemies attack to be another instead of FALL, someone has a solution for this? (Similar to a nelson grab from Double Dragon or TMNT IV) Thanks in advance.
 
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