anim freespecial34
energycost 100
mponly 1
forcedirection -1
fastattack 1
followanim 34
followcond 1
hitfx data/sounds/h_sp.wav
delay 10
offset 400 400
@cmd shadow 6 6 24 6 0 0 0 0
frame data/chars/player/zayra/f7_0.png
delay 12
sound data/chars/player/zayra/sounds/200_18.wav
frame data/chars/player/zayra/f7_1.png
delay 6
sound data/chars/player/zayra/sounds/sp4_1.wav
frame data/chars/player/zayra/sp4_2.png
@cmd dasher 10 0 0
attack4 366 246 110 118 1 0 1 0 20
dropv 5 0
frame data/chars/player/zayra/sp4_12.png
frame data/chars/player/zayra/sp4_10.png
frame data/chars/player/zayra/sp4_11.png
frame data/chars/player/zayra/sp4_12.png
frame data/chars/player/zayra/sp4_10.png
frame data/chars/player/zayra/sp4_11.png
frame data/chars/player/zayra/sp4_12.png
frame data/chars/player/zayra/sp4_10.png
frame data/chars/player/zayra/sp4_11.png
delay 6
@cmd dasher 4 0 0
attack 0
frame data/chars/player/zayra/sp4_20.png
delay 12
@cmd dasher 0 0 0
frame data/chars/player/zayra/sp2_13.png
frame data/chars/player/zayra/sp2_14.png
delay 6
frame data/chars/player/zayra/get_0.png
anim follow34
offset 400 400
delay 6
@cmd shadow 6 6 24 6 0 0 0 0
@cmd grabStart2
@cmd position 4 -28 34 -1 -1
@cmd dasher 10 0 0
frame data/chars/player/zayra/sp4_10.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_11.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_12.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_10.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_11.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_12.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_10.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_11.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_12.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_10.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_11.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_12.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_10.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_11.png
@cmd position 5 -48 42 -1 0
frame data/chars/player/zayra/sp4_12.png
@cmd aniChange 0 "ANI_FOLLOW35"
frame data/chars/player/zayra/sp4_12.png
anim follow35
offset 400 400
delay 6
@cmd shadow 6 6 24 6 0 0 0 0
@cmd position 3 32 8 -1 0
@cmd dasher 0 0 0
frame data/chars/player/zayra/sp4_20.png
delay 16
@cmd position 5 102 8 -1 0
@cmd spawn01 "flash" 120 112 1
quakeframe this 6 12
sound data/sounds/h_sp.wav
attack4 416 264 100 60 15 1 0 0 20
frame data/chars/player/zayra/sp4_21.png
delay 16
@cmd slam 15 2 -3 8 0 0
@cmd clearL
attack 0
frame data/chars/player/zayra/sp4_21.png
delay 12
frame data/chars/player/zayra/jumpdelay_0.png
delay 2
frame data/chars/player/zayra/jumpland_4.png
delay 12
jumpframe this 7.2 -2.6
frame data/chars/player/zayra/sp2_0.png
delay 8
frame data/chars/player/zayra/sp2_1.png
delay 6
frame data/chars/player/zayra/sp2_2.png
frame data/chars/player/zayra/sp2_3.png
frame data/chars/player/zayra/sp2_4.png
frame data/chars/player/zayra/sp4_35.png
frame data/chars/player/zayra/sp2_5.png
frame data/chars/player/zayra/jump_1.png
delay -1000
frame data/chars/player/zayra/jump_4.png
delay 6
landframe this
sound data/sounds/land.wav
frame data/chars/player/zayra/jumpland_1.png
frame data/chars/player/zayra/jumpland_2.png
delay 18
frame data/chars/player/zayra/jumpland_3.png
delay 6
frame data/chars/player/zayra/jumpland_4.png
delay 4
frame data/chars/player/zayra/get_0.png
frame data/chars/player/zayra/a_0.png
There's some script events that detect certain situations.How to detect obstacles and walls and then convert actions?

name Axel
type player
health 100
onblockpscript data/scripts/onblockp.c
onblockwscript data/scripts/onblockw.c
onblocksscript data/scripts/onblocks.c
void main()
{
void self = getlocalvar("self");
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
}
How to detect obstacles and walls and then convert actions?
Thanks for the help, I'm not very good at editing scripts, but my friend helped me complete this scriptThere's some script events that detect certain situations.
View attachment 9563
Example:
Code:name Axel type player health 100 onblockpscript data/scripts/onblockp.c onblockwscript data/scripts/onblockw.c onblocksscript data/scripts/onblocks.c
Then, using any of these events as an example, inside the onblockw.c file you can take some actions like changing animations:
Code:void main() { void self = getlocalvar("self"); changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1")); }
void main()
{
void self = getlocalvar("self");
void Dir = getentityproperty(self, "direction");
void vAniID = getentityproperty(self,"animationID");
int b = getentityproperty(self, "base");
if(vAniID == openborconstant("ANI_FOLLOW34")){
if(b+1 && Dir == 1){
changeentityproperty(self, "direction", 1);
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW35"));
}else if(b+1 && Dir == 0){
changeentityproperty(self, "direction", 0);
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW35"));
}
}
}
Thanks for reminding me. I have modified it and this function works normally in the game.I think you don't need facing direction check since Zayra doesn't change facing direction when she is blocked by anything. I think you don't need base check either.
That being said, this should work as onblockpscript and other onblock scripts.
void main()
{
void self = getlocalvar("self");
void vAniID = getentityproperty(self,"animationID");
int b = getentityproperty(self, "base");
if(vAniID == openborconstant("ANI_FOLLOW34")){
if(b+1){
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW35"));
}
}
}
I love The King of Fighters so much, my favorite character is King