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In this tutorial it's described how you can set up a system so a special weapon is always in stage - and when it's thrown out or get destroyed it reappear...
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Data-lines needed to understand opoints in code:

id:  30  type: 0  file: data\bandit.dat
id: 300  type: 5  file: data\criminal.dat  #criminal
id: 500  type: 1  file: data\specialweap.dat   #specialweap
First you've to create a new weapon file. This weapon shouldn't fall from sky (so don't give an id from 100 to 199) and need to activate a type0-object - I call it the "swordslife" - so note this opoint in every frame of your weapon:
opoint:
   kind: 1  x: 0  y: -10  action: 300  dvx: 0  dvy: 0  oid: 30  facing: 0
opoint_end:
Then here's the code for Bandit.dat
<frame> 300 swordslife
   pic: 1000  state: 3005  wait: 1  next: 1000  dvx: 550  dvy: 550  dvz: 550
   itr:
      kind: 8  x: -1500  y: 5000  w: 3000  h: 500  dvx: 301  zwidth: 500  injury: 0
   itr_end:
<frame_end>

<frame> 301 swordslife at keeper
   pic: 1000  state: 3005  wait: 5  next: 1000  dvx: 550  dvy: 550  dvz: 550
   bdy:
      kind: 0  x: -1500  y: 6000  w: 3000  h: 500
   bdy_end:
<frame_end>


<frame> 310 call swordslife to keeper
   pic: 1000  state: 3005  wait: 5  next: 1000  dvx: 550  dvy: 550  dvz: 550
   bdy:
      kind: 0  x: -1500  y: 5000  w: 3000  h: 500
   bdy_end:
<frame_end>
and for criminal.dat:
<frame> 100 keeper waitforcheck
   pic: 1000  state: 3005  wait: 30  next: 101
<frame_end>

<frame> 101 keeper
   pic: 1000  state: 3005  wait: 1  next: 102
   opoint: #call-swordslife
      kind: 1  x: 0  y: 0  action: 310  dvx: 0  dvy: 0  oid: 30  facing: 0
   opoint_end:
<frame_end>

<frame> 102 keeper call-swordslife
   pic: 1000  state: 3005  wait: 5  next: 105
   itr: #wait for the message of swordalive
      kind: 8  x: -1500  y: 6000  w: 3000  h: 500  zwidth: 500  dvx: 100  injury: 0
   itr_end:
<frame_end>


<frame> 105 no swordslife / act sword
   pic: 1000  state: 3005  wait: 1  next: 106
<frame_end>

<frame> 106 no swordslife / act sword
   pic: 1000  state: 3005  wait: 1  next: 100
   opoint:
      kind: 1  x: -200  y: -400  action: 0  dvx: 0  dvy: 0  oid: 500  facing: 0
   opoint_end:
<frame_end>
Now if you want to use this weapon system in stage just note this line in stage:

id: 300 hp: 0 x: 200 act: 100 #specialweap_keeper

the x value should be in the middle of the background, not of actual phase...

Now for explanation: The keeper (criminal.dat) checks for the sword every 30 TU / every second. Therefore it try to call one of the swordlifes which are activated every TU for secure.

It activate a type0 object with an bdy at y: 5000 which reacts with the swordlife itr/kind8 at y: 5000 and calls the swordlife to the keeper. This is just to secure the keeper will not move, go outta screen or there'll be problems later.

When the Swordlife is at the keeper it has a bdy at y: 6000

This bdy can react with the itr/kind 8 in frame 102 of the Keeper. If there's a Swordlife the dvx work and it go back to frame 100 and wait for next check. If there's no Swordlife it simply go to next and activate a new sword...

Since this is used for Stage I suggest to delete the "Com" logo for computer players - you'll see it...




Keep Item in Stage

Inspired by MH-Razen

   
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