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Full Version: [solved] how to make an attack which hits directly
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Hey guys , How can i make an attack which hits the enemy directly no matter where you are.
It should appear above him like a lightning , the enemy is still able to dodge cause he can simply jump away , so it shouldnt be OP

thx :)
how about ik8+ball with state 3000. if ball hits an enemy (with 0 injury and -1fall) it will opoint a lightning. with ball you can prevent that the lightning hit a friend.


edit:
infern112s solution may be better
Make your character summon this opoint:

<frame> 53 B_C
pic: 999 state: 400 wait: 1 next: 54 dvx: 0 dvy: 0 centerx: 85 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>


<frame> 54 B_C
pic: 999 state: 15 wait: 1 next: 55 dvx: 50 dvy: 0 centerx: 85 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>


<frame> 55 B_C
pic: 999 state: 15 wait: 1 next: xxx- lighting attack frame dvx: 550 dvy: 550 centerx: 85 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>


So basically, your opoint teleports to enemy in first frame, in second frame dvx: 50 means that it will move to exactly same place as enemy stands, dont forget about dvx: 550 in last frame- its very important

Edit: dont forget to change centerx and centery
If you want it to appear from the side (Click to View)
So i guess if you want to make something appear from the TOP,
then hit him (Click to View)
I hope i helped ;)
------------------
Edit : I think Infern112's suggestion may be better :)
Use state: 400 to make the lighting go direct to enemy. Then correct pics(2 first frames should have pic: 999 or so,), dvx etc.
Its that somethings like kid Buu (cryus Frieza made him) have attack with legs.
Thx i tried to do it like Infern112 said .... it works but not always...sometimes the lightining doesnt appear

here is the code

    DC-Code:
<frame> 0 strike
   pic: 999  state: 400  wait: 1  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 100  centery: 400  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\071.wav 
<frame_end>
 
<frame> 1 strike
   pic: 999  state: 15 wait: 1  next: 2  dvx: 50  dvy: 0  dvz: 0  centerx: 100  centery: 400  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 2 strike
  sound: data\125.wav 
   pic: 0  state: 15  wait: 3  next: 3  dvx: 550  dvy: 550  dvz: 0  centerx: 100  centery: 400  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 8  x: 50  y: -200  w: 50  h: 600  dvx: 1  dvy: -20  fall: 70  vrest: 6  bdefend: 100  injury: 30  zwidth: 30  effect: 23 
   itr_end:
   itr:
      kind: 8  x: 100  y: -200  w: 50  h: 600  dvx: -1  dvy: -20  fall: 70  vrest: 6  bdefend: 100  injury: 30  zwidth: 30  effect: 23 
   itr_end:
<frame_end>
 
<frame> 3 strike
   pic: 1  state: 15  wait: 3  next: 4  dvx: 0  dvy: 0  dvz: 0  centerx: 100  centery: 400  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 45  y: -200  w: 55  h: 600  dvx: 1  dvy: -20  fall: 70  vrest: 6  bdefend: 100  injury: 30  zwidth: 30  effect: 23 
   itr_end:
   itr:
      kind: 0  x: 100  y: -200  w: 55  h: 600  dvx: -1  dvy: -20  fall: 70  vrest: 6  bdefend: 100  injury: 30  zwidth: 30  effect: 23 
   itr_end:
<frame_end>
 
<frame> 4 strike
   pic: 0  state: 15  wait: 2  next: 5  dvx: 0  dvy: 0  dvz: 0  centerx: 100  centery: 400  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\071.wav
   itr:
      kind: 0  x: 50  y: -200  w: 50  h: 600  dvx: 1  dvy: -16  fall: 70  vrest: 6  bdefend: 100  injury: 20  zwidth: 25  effect: 23 
   itr_end:
   itr:
      kind: 0  x: 100  y: -200  w: 50  h: 600  dvx: -1  dvy: -16  fall: 70  vrest: 6  bdefend: 100  injury: 20  zwidth: 25  effect: 23 
   itr_end:
<frame_end>
 
<frame> 5 strike
   pic: 1  state: 15  wait: 2  next: 6  dvx: 0  dvy: 0  dvz: 0  centerx: 100  centery: 400  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 45  y: -200  w: 55  h: 600  dvx: 1  dvy: -16  fall: 70  vrest: 6  bdefend: 100  injury: 20  zwidth: 25  effect: 23 
   itr_end:
   itr:
      kind: 0  x: 100  y: -200  w: 55  h: 600  dvx: -1  dvy: -16  fall: 70  vrest: 6  bdefend: 100  injury: 20  zwidth: 25  effect: 23 
   itr_end:
<frame_end>
 
<frame> 6 strike
   pic: 0  state: 15  wait: 5  next: 7  dvx: 0  dvy: 0  dvz: 0  centerx: 100  centery: 400  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 50  y: -200  w: 50  h: 600  dvx: -15  dvy: -20  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 25  effect: 23 
   itr_end:
   itr:
      kind: 0  x: 100  y: -200  w: 50  h: 600  dvx: 15  dvy: -20  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 25  effect: 23 
   itr_end:
<frame_end>
 
<frame> 7 strike
   pic: 2  state: 15  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 100  centery: 400  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 65  y: -200  w: 35  h: 600  dvx: -5  dvy: -10  fall: 70  vrest: 30  bdefend: 50  injury: 35  zwidth: 20  effect: 23 
   itr_end:
   itr:
      kind: 0  x: 100  y: -200  w: 35  h: 600  dvx: 5  dvy: -10  fall: 70  vrest: 30  bdefend: 50  injury: 35  zwidth: 20  effect: 23 
   itr_end:
<frame_end>


I dont see anything wrong here, in my OPNW mod I have attack which works like yours and it dont have any problems (http://www.youtube.com/watch?v=-J1VxgdyjIY 1:24)
Maybe pack your character, sprites, opoint data, data.txt into rar and upload it to http://www.speedyshare.com/ ?
It would be easier to help you.
(05-27-2012, 10:10 AM)Q.D Wrote: [ -> ]Hey guys , How can i make an attack which hits the enemy dircelty no matter where you are.
It should appear above him like a lightning , the enemy is still able to dodge cause he can simply jump away , so it shouldnt be OP

thx :)

dude, you have done a spelling mistake it is not dircelty it's directly.
make it same as wooty teleportation
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