*= Define simple sorry no screanies
First com, first served, make a charset of your character attacking. Import it(of course) then open up common events. Make a new common event that is a parallel process.
Label It "Attack". Create a conditional branch and set it to a key being pushed, prefferably the A key because it is not the action key. Then switch operation "Insert the name of your switch here"=ON
After that create another conditional branch for the player facing down. Then click on move event, player, then do the change graphic thing so it looks sort of like this:
GRAPHIC: 'Linkatk1' 0,4,0
wait: 2 FRAMES
GRAPHIC: 'Linkatk1' 0,4,1
wait: 2 FRAMES
GRAPHIC: 'Linkatk1' 0,4,2
wait: 2 FRAMES
GRAPHIC: 'Linkatk1' 0,4,3
wait: 2 FRAMES
GRAPHIC: 'Linkatk1' 0,4,4
wait: 2 FRAMES
GRAPHIC: 'Link' 0,4,0
Repeat this minus the key input for each direction. At the very bottom of the event page place this:
WAIT:4 FRAMES
SWITCH OPERATION: "Insert the name of your switch here"= OFF
WAIT:4 FRAMES
If you want to have attacks that are longer or shorter, edit the number of frames.
The Enemies Make an event. make it's trigger hero touch. Then make a conditional branch for the atk switch. if it's on erase the event(bosses i use health variables for) If the event has health then create a page with nothing on it but the precondition of the variable equaling the amount of health you want it to have. Each attack should add to the variable instead of subtracting. It is alot simpler.
First com, first served, make a charset of your character attacking. Import it(of course) then open up common events. Make a new common event that is a parallel process.
Label It "Attack". Create a conditional branch and set it to a key being pushed, prefferably the A key because it is not the action key. Then switch operation "Insert the name of your switch here"=ON
After that create another conditional branch for the player facing down. Then click on move event, player, then do the change graphic thing so it looks sort of like this:
GRAPHIC: 'Linkatk1' 0,4,0
wait: 2 FRAMES
GRAPHIC: 'Linkatk1' 0,4,1
wait: 2 FRAMES
GRAPHIC: 'Linkatk1' 0,4,2
wait: 2 FRAMES
GRAPHIC: 'Linkatk1' 0,4,3
wait: 2 FRAMES
GRAPHIC: 'Linkatk1' 0,4,4
wait: 2 FRAMES
GRAPHIC: 'Link' 0,4,0
Repeat this minus the key input for each direction. At the very bottom of the event page place this:
WAIT:4 FRAMES
SWITCH OPERATION: "Insert the name of your switch here"= OFF
WAIT:4 FRAMES
If you want to have attacks that are longer or shorter, edit the number of frames.
The Enemies Make an event. make it's trigger hero touch. Then make a conditional branch for the atk switch. if it's on erase the event(bosses i use health variables for) If the event has health then create a page with nothing on it but the precondition of the variable equaling the amount of health you want it to have. Each attack should add to the variable instead of subtracting. It is alot simpler.