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View Full Version : Openbor V2.2038



wraggster
October 21st, 2008, 19:12
Orochi_X (http://www.lavalit.com/index.php?topic=2031.msg27736#msg27736) let me know via PM on the Lavalit forums that a new version of Openbor has been released, heres whats new:


V2.2038

New Animations

Rise# , riseb , rises Rise animations are now dynamic. They also include riseb and rises for rising from a burning or shock knockdown attack respectively. If rise# is omitted , we default to the standard rise anim.

Blockpain# , blockpainb , blockpains - As above , but for blockpain. If blockpain# is omitted , we default to blockpain. If anim blockpain is omitted , we default to the old style of replaying the block anim.

chipdeath - If you have chipdamage enabled and you are killed whilst blocking , you can use this animation. Makes a nice "cheap K.O." animation! Defaults to the death anim that corresponds to the attack which killed the entity.

Entity Header Command

jugglepoints - The total amount of juggle points an entity has. Defaults to 0. Setting Jugglepoints to -1 will make this entity immune to juggles. See below for more details.

Attack Commands

jugglecost - If the victim is in the air and the attacker's jugglecost is equal to or lower than the victim's total jugglepoints , the attack will connect. If this happens , the jugglecost is subtracted from the victim's juggle points giving them a new (lower) total. If the next attack's jugglecost is still lower than the new value , that too will connect , lowering the total points again. Once jugglecost is higher than the remaining jugglepoints , the attack will not connect.

Defaults to 0.

OTG - setting this to 1 will allow an attack to hit opponents in their lying state. The default , 0 , will not allow an attack to hit a lying opponent , regardless of bbox settings.

Fixes and Alterations

Setting {nospecial} to 1 in a level header will now no longer disable freespecials. Also , I've expanded the option so that setting it at 2 will , infact , disable freespecials too.

Falling entities now have nograb enabled by default.

Single set mods now auto load that set instead of going through the rather redundant motions of selecting it.

Fix by DC - didhitscript now executes when item is collected (item is attacker, collecting entity is defender). Item scripting won't have to be nearly as hacky.

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