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JumpAttack:
JUMA A 4 {A_FaceTarget(); A_SetInvulnerable() ;} //A_SetInvulnerable prevents Daisy from being interupted mid-attack. She'll float in the air otherwise.
JUMA B 4 A_ChangeVelocity(8, 0, 3, CVF_RELATIVE);// leap forward + small hop (jump up)
JUMA C 4 A_PlaySound ("daisy/jump"); // mid-air frame start
JUMA D 4 A_PlaySound ("daisy/jumpspeak"); // mid-air frames
JUMA E 4 A_SetInvulnerable ();
JUMA F 2 {A_ChangeVelocity(0, 0, -10, CVF_REPLACE); A_UnSetInvulnerable() ;} // controlled fall (slam down). UnsetInvulnerable makes Daisy Vulnerable to attacks again.
JUMA G 6 A_FaceTarget();
JUMA H 6 {A_CustomMeleeAttack(50); A_SpawnItemEx ("DaisyJumpStrike", 5);} // slam hit
Goto Dash;(Updated: Never mind, I was able to make this work fine.