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Can I stop a ghosted enemy from animating if stunned?


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#1 grayswandir

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Posted 18 June 2013 - 02:11 PM

When you're using the ffc to do the animation. I thought that setting this->Delay real high would stop it, but that doesn't do anything.

 

Here's the relevant code I'm using:

// Wrapper around Ghost_Waitframe.
bool AiGhost_Waitframe(ffc this, npc ghost) {
  // Freezing check.
  if (ghost->Misc[FREEZE_NPC_INDEX] != 0) {
    // If they're stunned, set the cset and animation.
    if (ghost->Stun > 0) {
      Ghost_ForceCSet(FREEZE_CSET);
      this->Delay = 100;}
    // Otherwise, clear freezing.
    else {
      Ghost_ForceCSet(ghost->Misc[FREEZE_NPC_INDEX] - 1);
      ghost->Misc[FREEZE_NPC_INDEX] = 0;
      this->Delay = 0;}}

  bool result = Ghost_Waitframe(this, ghost, true, false);
  return result;}


#2 Avaro

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Posted 18 June 2013 - 02:20 PM

Sorry I am not quite familiar with ghost zh yet, but maybe this helps. You could change it's sprite or tiles it uses, to another one, wich has no animation in the tile editor (4 times the same tile).



#3 Saffith

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Posted 18 June 2013 - 02:20 PM

Because of the way combo animation works, there's no way you could do that other than to switch to static combos when they're stunned.

#4 grayswandir

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Posted 18 June 2013 - 03:27 PM

I was afraid of that. Thanks for the help.




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