I love the cancel function...and I have a question.

PS_VITA

Active member
I love using the cancel into freespecial moves, is such a cool feature and I wanted to ask if there is something similar or a way to make cancel work with other of functions,  like anim follows,  anim pains, or even anim falls.

I'm just curious also to know why such a cool feature only works with freespecial animations.

Please go easy on me if my request is absurd and there's way more to this than I'm overlooking.
 
Honourable gentle man, Have a gander


characters header

Code:
keyscript	data/chars/jake/key.c

this is what key.c looks like

Code:
void main()
{
	int iPlIndex = getlocalvar("player"); //Get calling player
    void vSelf = getplayerproperty(iPlIndex , "entity"); //Get calling entity
    void vAniID = getentityproperty(vSelf,"animationID"); //Get current animation ID
    void vAniPos = getentityproperty(vSelf, "animpos"); //Get current animation frame
    int iDir = getentityproperty(vSelf, "direction");  //Get current facing direction
    int MPower = getentityproperty(vSelf,"mp");
    void vName = getentityproperty(vSelf,"name"); //Get name of calling entity
    
    void iUp = playerkeys(iPlIndex, 1, "moveup"); // New key status of "Up"
    void iDown = playerkeys(iPlIndex, 1, "movedown"); // New key status of "Down"
    void iLeft = playerkeys(iPlIndex, 1, "moveleft"); // New key status of "Left"
    void iRight = playerkeys(iPlIndex, 1, "moveright"); // New key status of "Right"
    void iJump = playerkeys(iPlIndex, 1, "jump"); //New key status of "Jump"
    void iSpecial = playerkeys(iPlIndex, 1, "Special"); //New key status of "Special"
    void iAttack = playerkeys(iPlIndex, 1, "attack"); //New key status of "Attack"
    void iAttack2 = playerkeys(iPlIndex, 1, "attack2"); // New key of "Attack 2"
    void iAttack3 = playerkeys(iPlIndex, 1, "attack3"); // New key of "Attack 3"
    void iAttack4 = playerkeys(iPlIndex, 1, "attack4"); // New key of "Attack 4"


    void iUpR = playerkeys(iPlIndex, 2, "moveup"); // Release status of "UP"
    void iLeftR = playerkeys(iPlIndex, 2, "moveleft"); // Release status of "Left"
    void iRightR = playerkeys(iPlIndex, 2, "moveright"); // Release status of "Right"
    void iDownR = playerkeys(iPlIndex, 2, "movedown"); //Release status of "Down"
    void iAttackR = playerkeys(iPlIndex, 2, "attack"); //Release status of "Attack"
    void iAttack2R = playerkeys(iPlIndex, 2, "attack2"); //Release status of "Attack"

    void iUpH = playerkeys(iPlIndex, 0, "moveup");    // H = BUTTON HELD
    void iDownH = playerkeys(iPlIndex, 0, "movedown");
    void iLeftH = playerkeys(iPlIndex, 0, "moveleft");
    void iRightH = playerkeys(iPlIndex, 0, "moveright");
    void iAttackH = playerkeys(iPlIndex, 0, "attack");
    void iAttack2H = playerkeys(iPlIndex, 0, "attack2");




 if(vAniID == openborconstant("ANI_FORWARDJUMP") ){ //jumping forward
   if (vAniPos == 3){ //  animation is in frame 3
    if(iAttack2){ //attack2 is pressed
    performattack(vSelf, openborconstant("ANI_FOLLOW7"));  // Super knee attack
 	   }
      }
 }

so If jake is jumping forward and I press attack 2 at the 3 frame of animation he cancels into his super knee move
 
danno said:
Honourable gentle man, Have a gander


characters header

Code:
keyscript	data/chars/jake/key.c

this is what key.c looks like

Code:
void main()
{
	int iPlIndex = getlocalvar("player"); //Get calling player
    void vSelf = getplayerproperty(iPlIndex , "entity"); //Get calling entity
    void vAniID = getentityproperty(vSelf,"animationID"); //Get current animation ID
    void vAniPos = getentityproperty(vSelf, "animpos"); //Get current animation frame
    int iDir = getentityproperty(vSelf, "direction");  //Get current facing direction
    int MPower = getentityproperty(vSelf,"mp");
    void vName = getentityproperty(vSelf,"name"); //Get name of calling entity
    
    void iUp = playerkeys(iPlIndex, 1, "moveup"); // New key status of "Up"
    void iDown = playerkeys(iPlIndex, 1, "movedown"); // New key status of "Down"
    void iLeft = playerkeys(iPlIndex, 1, "moveleft"); // New key status of "Left"
    void iRight = playerkeys(iPlIndex, 1, "moveright"); // New key status of "Right"
    void iJump = playerkeys(iPlIndex, 1, "jump"); //New key status of "Jump"
    void iSpecial = playerkeys(iPlIndex, 1, "Special"); //New key status of "Special"
    void iAttack = playerkeys(iPlIndex, 1, "attack"); //New key status of "Attack"
    void iAttack2 = playerkeys(iPlIndex, 1, "attack2"); // New key of "Attack 2"
    void iAttack3 = playerkeys(iPlIndex, 1, "attack3"); // New key of "Attack 3"
    void iAttack4 = playerkeys(iPlIndex, 1, "attack4"); // New key of "Attack 4"


    void iUpR = playerkeys(iPlIndex, 2, "moveup"); // Release status of "UP"
    void iLeftR = playerkeys(iPlIndex, 2, "moveleft"); // Release status of "Left"
    void iRightR = playerkeys(iPlIndex, 2, "moveright"); // Release status of "Right"
    void iDownR = playerkeys(iPlIndex, 2, "movedown"); //Release status of "Down"
    void iAttackR = playerkeys(iPlIndex, 2, "attack"); //Release status of "Attack"
    void iAttack2R = playerkeys(iPlIndex, 2, "attack2"); //Release status of "Attack"

    void iUpH = playerkeys(iPlIndex, 0, "moveup");    // H = BUTTON HELD
    void iDownH = playerkeys(iPlIndex, 0, "movedown");
    void iLeftH = playerkeys(iPlIndex, 0, "moveleft");
    void iRightH = playerkeys(iPlIndex, 0, "moveright");
    void iAttackH = playerkeys(iPlIndex, 0, "attack");
    void iAttack2H = playerkeys(iPlIndex, 0, "attack2");




 if(vAniID == openborconstant("ANI_FORWARDJUMP") ){ //jumping forward
   if (vAniPos == 3){ //  animation is in frame 3
    if(iAttack2){ //attack2 is pressed
    performattack(vSelf, openborconstant("ANI_FOLLOW7"));  // Super knee attack
 	   }
      }
 }

so If jake is jumping forward and I press attack 2 at the 3 frame of animation he cancels into his super knee move


*adjusts monocle*
I see....this very interesting sir.
Perhaps I will indulge myself in this delightful intrinsic code of yours.

I bid you farewell sir... Joking aside... thank you  danno , this is actually very helpful.
 
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