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Mulitple missile states?


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Hey all,

Can monsters have multiple missile states with different frequency probabilities?
Like a standard shot and a bigger, more powerful projectile that might be a 1 in 10 oddity?

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In Decorate you can put a A_Jump function on start of Missile state to go to another state.

 

Missile:
	TROO E 0 A_Jump(25, "Missile2")
	(rest of first missile code)
Missile2:
	(code of second missile)

 

The execution should jump to Missile2 in about 10% cases (25/256), rest will stay in Missile.

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2 hours ago, jaeden said:

In Decorate you can put a A_Jump function on start of Missile state to go to another state.

 


Missile:
	TROO E 0 A_Jump(25, "Missile2")
	(rest of first missile code)
Missile2:
	(code of second missile)

 

The execution should jump to Missile2 in about 10% cases (25/256), rest will stay in Missile.


That does the trick. Thankyou my friend :)

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