![]() ANIM_FRAMES: How many frames of animation should be divided over this window's duration?.LENGTH: How many frames does this window take up?.Here is a brief list of settings for windows: Window values all seem to start with "AG_WINDOW_". >Need to know: Does an invalid window get ignored, cause a warning, or cause a crash? Starts at 1 and goes to the number of windows in the move. >Need to know: Does ATTACK refer to any kind of attack or is there a kind of attack I'm unaware of? (Used as AT_DATTACK, never used with a different direction?) Used to set data in a particular window of the attack. Set Window Value set_window_value(enum move, int window, enum variable, var value) Set_attack_value(AT_JAB, AG_HURTBOX_SPRITE, sprite_get("jab_hurt")) >Similarly, the hurtbox sprite is loaded like this: Set_attack_value(AT_JAB, AG_SPRITE, sprite_get("jab")) To load a strip called "jab.png" you may use the following code: >To use sprite_get() you'll just need the filename of an image located in the "/sprites/" folder in your mod. HURTBOX_SPRITE: use sprite_get() to load the collision data for the attack.NUM_WINDOWS: How many windows does the attack have?.SPRITE: use sprite_get() to load the visual data for the attack.Direction is a single letter immediately followed by a move type Listed in all caps and starts with "AT_". Set Attack Value set_attack_value(enum window, enum variable, var value)
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