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[solved] Invisible attack - Printable Version

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Pages: 1 2 3 4


RE: Invisible attack - basement2 - 04-09-2010

Okay, now it just happens to create a sand storm, and then he fly_crashes the oppenent into it. Nice? Another sandstorm appears below after he crashes. I do not want the second moving sand storm. How to umm... remove?
Opps forgot to post this.
    DC-Code:
<frame> 235 Whirlwind
   pic: 143  state: 3  wait: 1  next: 236  dvx: 0  dvy: 0  dvz: 0  centerx: 35  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0 mp: 300
   wpoint:
      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 24  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 236 Whirlwind
   pic: 144  state: 3  wait: 1  next: 237  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 75  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\005.wav 
   wpoint:
      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 24  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 237 Whirlwind
   pic: 145  state: 3  wait: 1  next: 238  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 75  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 24  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 238 Whirlwind
   pic: 146  state: 3  wait: 1  next: 239  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 71  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 24  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 239 Whirlwind
   pic: 147  state: 3  wait: 2  next: 240  dvx: 0  dvy: 0  dvz: 0  centerx: 42  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 24  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 240 Whirlwind
   pic: 148  state: 3  wait: 2  next: 242  dvx: 0  dvy: 0  dvz: 0  centerx: 33  centery: 71  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 433  y: 71  action: 205  dvx: 0  dvy: 0  oid: 322  facing: 1
   opoint_end:
   wpoint:
      kind: 1  x: 30  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 24  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 242 Whirlwind
   pic: 149  state: 3  wait: 2  next: 244  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 72  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 24  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 244 Whirlwind
   pic: 149  state: 3  wait: 1  next: 245  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 72  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 24  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 245 Whirlwind
   pic: 149  state: 3  wait: 1  next: 250  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 75  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 24  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 250 fly_crash
   pic: 152  state: 3  wait: 1  next: 251  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 310 mp: 100
   wpoint:
      kind: 1  x: 34  y: 51  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 13  y: 22  w: 40  h: 55
   bdy_end:
<frame_end>
 
<frame> 251 fly_crash
   pic: 153  state: 3  wait: 1  next: 252  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 310
   wpoint:
      kind: 1  x: 37  y: 51  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 29  w: 41  h: 48
   bdy_end:
<frame_end>
 
<frame> 252 fly_crash
   pic: 154  state: 3  wait: 1  next: 253  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 100
  sound: data\055.wav 
   wpoint:
      kind: 1  x: 38  y: 51  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 14  y: 29  w: 48  h: 50
   bdy_end:
<frame_end>
 
<frame> 253 fly_crash
   pic: 155  state: 3  wait: 1  next: 254  dvx: 20  dvy: -7  dvz: 4  centerx: 32  centery: 69  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\099.wav 
   opoint:
      kind: 1  x: 12  y: 34  action: 20  dvx: -2  dvy: 0  oid: 204  facing: 0
   opoint_end:
   wpoint:
      kind: 1  x: 43  y: 36  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 254 fly_crash
   pic: 155  state: 3  wait: 1  next: 255  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 68  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 43  y: 36  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 19  y: 6  w: 44  h: 61  dvx: 45  dvy: -7  fall: 70  vrest: 10  bdefend: 60  injury: 85  
   itr_end:
   bdy:
      kind: 0  x: 20  y: 6  w: 42  h: 53
   bdy_end:
<frame_end>
 
<frame> 255 fly_crash
   pic: 156  state: 3  wait: 1  next: 256  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 66  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 43  y: 36  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 20  y: 5  w: 46  h: 60  dvx: 39  dvy: -7  fall: 70  vrest: 10  bdefend: 60  injury: 70  
   itr_end:
   bdy:
      kind: 0  x: 23  y: 6  w: 38  h: 57
   bdy_end:
<frame_end>
 
<frame> 256 fly_crash
   pic: 157  state: 3  wait: 1  next: 257  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 68  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 43  y: 36  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 17  y: 6  w: 48  h: 63  dvx: 33  dvy: -7  fall: 70  vrest: 10  bdefend: 60  injury: 55  
   itr_end:
   bdy:
      kind: 0  x: 23  y: 5  w: 36  h: 55
   bdy_end:
<frame_end>
 
<frame> 257 fly_crash
   pic: 158  state: 3  wait: 4  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 66  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 43  y: 36  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 17  y: 8  w: 48  h: 60  dvx: 27  dvy: -7  fall: 70  vrest: 10  bdefend: 60  injury: 45  
   itr_end:
   bdy:
      kind: 0  x: 22  y: 7  w: 38  h: 52
   bdy_end:
<frame_end>



RE: Invisible attack - forgetlatios - 04-09-2010

*slaps forehead* your sandstorm has next: 999 causing it to opoint itself again... rid that. make it next 1000. if you want it to move continuously, then change the data to...(wait while i change)
ok i'm stuck xD


RE: Invisible attack - Taniaetc - 04-09-2010

@forgetlatios: Correction: Next: 999 in the sandstorm makes it to frame 0 again. That's repeating.


RE: Invisible attack - forgetlatios - 04-09-2010

(04-09-2010, 07:05 AM)Taniaetc Wrote:  @forgetlatios: Correction: Next: 999 in the sandstorm makes it to frame 0 again. That's repeating.

he starts at frame 205, so it'll just leave a shadow... edited my post before i saw yours(yes!!!)
and i thought i saw next 999, i was wrong it's 1000 already i told him to change it to 1000...


RE: Invisible attack - basement2 - 04-09-2010

Where's the next 999?
How do i make the Sandstorm last longer?
Okay then how do i make it last longer. Btw fixed the problem. Removed the flying frames.


RE: Invisible attack - forgetlatios - 04-09-2010

(04-09-2010, 07:08 AM)basement2 Wrote:  Where's the next 999?
How do i make the Sandstorm last longer?

simple. put next: 999 in frame 210. put hit_a: (experiment on what you want) and hit_d: 211 on all frames before 211. meaning 205-210 will have the new hit_a and hit_d.] the end(xD)


RE: Invisible attack - basement2 - 04-09-2010

The bigger the hit_a the longer rite? Wad is hit_d for?
Nice. You just made the attack even shorter


RE: Invisible attack - forgetlatios - 04-09-2010

no. smaller is longer. hit_a takes away the ss's hp. hit_d redirects the attack to whatever you want it to go to after it's hp runs out. thats how you make a clone with ??? hp too.
like hit_a: 495 wait: 0(important!)
and next frame, state 8XXX. or transform using rudolf transform method. i don't know how, so i'll drag alblaka into this. ask alblaka for the rudolf transform thing.


RE: Invisible attack - Taniaetc - 04-09-2010

Rudolf transform method = See this thread, thanks;
http://www.lf-empire.de/forum/showthread.php?tid=3654
Basically your char catches an enemy and uses a special value.


RE: Invisible attack - basement2 - 04-09-2010

Not working!
Gave it hit_a a value of 1, tried 30 and 50 still not working.