Konkage wrote:In fact, it's possible to have double vore without any helper (I did it when I tryed to edit some chars), I even edited a char to have double vore and each vored character can struggle independently and can be releasen in any order.
But to keep things simple, you need to :
- Add a "ID" parameter in the first HitDef for the vore move. It will be the identifier for the first swallowed victim.
- During the vore move, set the HitDef to grab the second victim to have a different "ID" param, and, the most important, have the "Attr" NOT as "ST" (as it flags the hit as a throw, and mugen have a security that releases previously grabbed char when starting a new throw). Personnaly I set "Attr = S, HA"
- When you want to to domething to a vored target, you need to check if its ID it the one you want. Here is a quick pseudo code sample, where XXX is the number you choose as an ID :
[State YourState, Change target state]
Type = TargetState
TriggerAll = NumTarget(XXX) > 0
~put your other trigger here~
ID = XXX
Value = YourNextTargetState
Maybe I forgot some things here and there, so feel free to ask ^^
I did not know that setting the attribute to a throw would remove a target ID even if given one via that hitdef. Will have to test this out more later. I did just learn that it also works with something like "target(XXX),command". Anything that redirects to the target's data in that way I assume. Didn't know that you could attach an ID there too. There's no documentation on that at all as far as I know.