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- // set_attack.gml code to make everything do the specials
- switch(attack){ // depending on the attack the character is "trying" to start, do something
- case AT_JAB:
- case AT_NAIR:
- case AT_TAUNT:
- attack = AT_NSPECIAL;
- break; // finish the switch statement
- case AT_BAIR:
- spr_dir *= -1; // turn around
- // no "break;" on this line, so it keeps running code and goes to the fspecial part
- case AT_FSTRONG:
- case AT_FTILT:
- case AT_FAIR:
- attack = AT_FSPECIAL;
- break;
- case AT_UTILT:
- case AT_UAIR:
- case AT_USTRONG:
- attack = AT_USPECIAL;
- break;
- case AT_DTILT:
- case AT_DAIR:
- case AT_DSTRONG:
- // as an example of how to do air vs ground moves in this structure:
- if free{
- attack = AT_DSPECIAL_AIR;
- }
- else{
- attack = AT_DSPECIAL;
- }
- break;
- }
- // note: fstrong is technically wrong since it doesn't do nspecial properly if you're using the strong button. but i've never had to fix that, so not familiar with the best solution lol
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