Jumping Enemies?
#2
Within Charlie's Demo, there is a Minkoff.rar file. This compressed file contains a chm/help file for Animated Battlers. HOWERVER, I NEGLECTED TO PUT JUMPING EFFECTS IN THERE????? EEP!!!

Let's look at Charlie's config for the Jumping system
Code:
JUMPING_ENEMY         = {3 => 12} #nil         # Weapon IDs for jumping rush attacks
  JUMPING_WEAPONS       = {1 => 4}   # Weapon IDs for jumping rush attacks
  JUMPING_SKILLS        = {61 => 24}  # Skill IDs for jumping rush skills
  JUMPING_ITEMS         = nil         # Item IDs for jumping rush item usage

EACH array goes by the syntax of:
Code:
ARRAY = { id => height, id => height, ....  id => height}
In that, the ID is the id of the object in the database and the height is the height in stepping increments. The higher the increments, the higher the attacker jumps.

OR... you can just make it "ARRAY = nil' if you don't want any jumping effects for a particular system. You can see that in use with the JUMPING_ITEMS array.

In Charlie's demo, the JUMPING_ENEMIES has enemy #3 in the database (his Sahagin) set to jump 12 increments. That may be a bit high and extreme. I wouldn't want to jump up that high. Can cause some problems. According to the JUMPING_WEAPONS array, anyone using weapon #1 (Bronze Sword) would be jumping up 4 increments. And OMG... Anyone using Skill #61 (Leg Sweep) is jumping 24 increments high? Wow.

Oh, about the #nil in the JUMPING ENEMIES.... Anything after a # symbol is a comment and ignored on that line.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Messages In This Thread
Jumping Enemies? - by Bounty Hunter Lani - 01-17-2015, 12:10 AM
RE: Jumping Enemies? - by DerVVulfman - 01-17-2015, 05:23 AM
RE: Jumping Enemies? - by Bounty Hunter Lani - 01-17-2015, 06:58 AM

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