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>
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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.
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