Strong Defense - T.O.R.N.A.D.O - 09-06-2015
I am developing a character for which I need two levels of defenses.. One is normal defense and other one is stronger defense.. Pressing D will do normal defending and DD will trigger stronger defending..
And I have no ideas on how to make a stronger defense.. Is there any method on how to make it using DCing?
RE: Strong Defense - Archer-Dante - 09-06-2015
Well... some idea~
just make a several opoints thouse will be "placeholders" for character on defence stance
and let the character be bound to this balls (or whatever) with IK8
when a hidden placeholder takes any hit it dissapears
and until character have at least one placeholder of his defence (object to bound) - he will stay without bdy in special frame.
so after all placeholders get a hit - then character can't go to Bdy~less frame and there is no defence anymore.
just a difference from regular engine - in this method character won't lose any HP (1\10 of damage by default)
this way sounds pretty useful i hope
RE: Strong Defense - T.O.R.N.A.D.O - 09-06-2015
Okay brainstorm me.. What I did was, opoint a t0 character frame with next 1000 and pic 999 containing the placeholder body with state 7 which I binded with the character I want the defense in.. Now the problem is when the placeholder takes the hit, the same character becomes opointed.. How to stop that?
RE: Strong Defense - A-Man - 09-06-2015
Just give the injury/falling/broken defend frames of that invisible object a next: 1000.
RE: Strong Defense - STM1993 - 09-06-2015
Or you can just raise the character off the ground by one pixel and give him state 7; aerial defense grants super defense that cannot be broken except by bdefend 100 attacks. You will still lose HP from blocking damage though.
Another way to achieve the same effect is to make your character grab himself, which is the same technique used in YinYin/Pf's Jason's counter move.
RE: Strong Defense - T.O.R.N.A.D.O - 09-07-2015
I tried the placeholder thing but it was not successfully executing. Then I tried a self hitting itr with -ve bdefend, still not working. Player directly goes to the broken defend frames when hit during second case.
I can't do the aerial defense thing because it takes damage and I don't want that. I didn't understand that counter thing which you posted.
RE: Strong Defense - STM1993 - 09-07-2015
(09-07-2015, 08:27 AM)T.O.R.N.A.D.O Wrote: I tried the placeholder thing but it was not successfully executing. Then I tried a self hitting itr with -ve bdefend, still not working. Player directly goes to the broken defend frames when hit during second case.
I can't do the aerial defense thing because it takes damage and I don't want that. I didn't understand that counter thing which you posted. Okay, a few things:
1) Simply telling us the placeholder thing didn't work doesn't tell us accurately what went wrong. Show us the code, use the "[ code=dc]" tag.
2) Self-hitting with -ve bdefend likely failed because you forgot to include fall: -1.
3) Since you don't want any damage at all, the counter method, aerial defense and the self-hitting method will not be good enough for you.
There is one last method you can use but you cannot carry a weapon, which is the armor used in YinYin's Julio(and I tried to replicate with my rep char Steiner). The idea is actually very simple:
* Character creates & carries a heavy weapon(with bdy so it can be hit) with opoint kind 2.
* Heavy weapon uses opoint kind 2 to create yet another object.
* When heavy weapon is destroyed (either by taking too much damage or bdefend 100), it will drop the object and the object will have a hidden itr to hit the character, who would otherwise be unhittable.
RE: Strong Defense - T.O.R.N.A.D.O - 09-07-2015
Case 1:
Here in this rar file I have attached my Case 1 data.
https://www.sendspace.com/file/klckfz
Case 2:
Character Coding
DC-Code:
<frame> 42 dis
pic: 267 state: 7 wait: 0 next: 44 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 23 y: 15 w: 35 h: 64
bdy_end:
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 50000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 10000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 20000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 123456 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 44 dis
pic: 267 state: 7 wait: 5 next: 354 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 23 y: 15 w: 35 h: 64
bdy_end:
bdy:
kind: 0 x: 21 y: 50000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 10000 w: 43 h: 62
bdy_end:
opoint:
kind: 1 x: 55 y: 77 action: 100 dvx: 0 dvy: 0 oid: 218 facing: 0
opoint_end:
bdy:
kind: 0 x: 21 y: 20000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 123456 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 354 dis
pic: 268 state: 7 wait: 5 next: 355 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 50000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 23 y: 15 w: 35 h: 64
bdy_end:
bdy:
kind: 0 x: 21 y: 10000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 20000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 123456 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 355 dis
pic: 269 state: 7 wait: 10 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 50000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 23 y: 15 w: 35 h: 64
bdy_end:
bdy:
kind: 0 x: 21 y: 10000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 20000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 123456 w: 43 h: 62
bdy_end:
<frame_end>
|
Opointed itr coding (I did include fall: -1, so that is not the problem here)
DC-Code:
<bmp_begin>
file(0-99): sprite\sys\food.bmp w: 79 h: 79 row: 10 col: 7
<bmp_end>
<frame> 100 flying
pic: 999 state: 18 wait: 25 next: 1000 dvx: -5 dvy: 0 centerx: 5 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 23 y: 123456 w: 35 h: 64 dvx: 0 dvy: 0 fall: -1 bdefend: -50 injury: 0 effect: 5 arest: 5
itr_end:
<frame_end>
<frame> 10 hiting
pic: 999 state: 3001 wait: 0 next: 11 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 999 state: 3001 wait: 0 next: 1000 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 999 state: 3002 wait: 0 next: 21 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hiting
pic: 999 state: 3002 wait: 0 next: 1000 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 999 state: 3003 wait: 0 next: 11 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
|
Last method is quite ideal for me as I am not including any weapons inside the mod except a health box which just heals the player when it is hit. Can you give me DC example of this method so I can replicate it for my own character.
RE: Strong Defense - STM1993 - 09-07-2015
(09-07-2015, 09:45 AM)T.O.R.N.A.D.O Wrote: Case 1:
Here in this rar file I have attached my Case 1 data.
...
Last method is quite ideal for me as I am not including any weapons inside the mod except a health box which just heals the player when it is hit. Can you give me DC example of this method so I can replicate it for my own character. For case 1, it seems you created a t0 that has ik8 that sticks to the original character, but dvx: 112 leads to the broken defend frame so it immediately disappears and stops working. But anyway, since you want to use the armor method...
Here's a VERY rough code by piecing together Freeze and weapon1 data, so I didn't bother to check the coordinates etc, but you get the idea.
DC-Code:
<frame> 270 Summon weapon
pic: 300 state: 3 wait: 0 next: 271 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 0
sound: data\074.wav
wpoint: #drop any currently held weapon
kind: 3 x: 40 y: 43 weaponact: 0 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 271 opoint_weapon
pic: 305 state: 3 wait: 0 next: 272 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 2 x: 42 y: 51 action: 0 dvx: 0 dvy: 0 oid: 213 facing: 0
opoint_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 0 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 272 holding_weapon
pic: 305 state: 3 wait: 0 next: 273 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 274 #hitting J will go to a frame that destroys the weapon, I didn't bother writing it
wpoint:
kind: 1 x: 42 y: 51 weaponact: 1 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 273 holding_weapon
pic: 305 state: 3 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 274
wpoint:
kind: 1 x: 42 y: 51 weaponact: 2 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy: #hidden bdy
kind: 0 x: 24 y: 10014 w: 31 h: 64
bdy_end:
<frame_end>
|
Weapon Data:
DC-Code:
<bmp_begin>
file(0-99): sprite\sys\weapon1.bmp w: 58 h: 58 row: 10 col: 10
weapon_hp: 800
weapon_drop_hurt: 0
weapon_hit_sound: data\010.wav
weapon_drop_sound: data\010.wav
weapon_broken_sound: data\021.wav
<bmp_end>
<frame> 0 spawn
pic: 0 state: 3005 wait: 0 next: 1 dvx: 0 dvy: 0 centerx: 29 centery: 56
wpoint:
kind: 2 x: 42 y: 51 cover: 0
wpoint_end:
<frame_end>
<frame> 1 create object2
pic: 0 state: 3005 wait: 0 next: 2 dvx: 0 dvy: 0 centerx: 29 centery: 56
wpoint:
kind: 2 x: 42 y: 51 cover: 0
wpoint_end:
opoint:
kind: 2 x: 42 y: 51 action: 398 dvx: 0 dvy: 0 oid: 213 facing: 0
opoint_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 398 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 2 carry_frame #this is the frame the weapon should be held in
pic: 0 state: 2001 wait: 0 next: 1 dvx: 0 dvy: 0 centerx: 29 centery: 56
wpoint:
kind: 2 x: 42 y: 51 cover: 0
wpoint_end:
bdy:
kind: 0 x: 6 y: 9 w: 44 h: 46 #bdy can be hit by enemy
bdy_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 398 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 398 object_2
pic: 0 state: 14 wait: 0 next: 1 dvx: 0 dvy: 0 centerx: 29 centery: 56
wpoint:
kind: 2 x: 42 y: 51
wpoint_end:
<frame_end>
<frame> 399 object_2_dropped
pic: 0 state: 18 wait: 0 next: 1 dvx: 0 dvy: 0 centerx: 29 centery: 56
itr:
kind: 0 x: 6 y: 1009 w: 44 h: 46 dvx: 0 dvy: 0 fall: 1 vrest: 200 bdefend: 100 injury: 0 #hidden itr to send character out of the superdefense frame. You can adjust this itr however you like, important thing is allowing friendly fire
itr_end:
<frame_end>
|
The part I'm not too sure of is having object1 spawn object2 while already being held in char's hand, but it should be fine. Play around with the idea.
RE: Strong Defense - T.O.R.N.A.D.O - 09-08-2015
DC-Code:
<bmp_begin>
file(0-99): sprite\sys\weapon1.bmp w: 58 h: 58 row: 10 col: 10
weapon_hp: 800
weapon_drop_hurt: 0
weapon_hit_sound: data\010.wav
weapon_drop_sound: data\010.wav
weapon_broken_sound: data\021.wav
<bmp_end>
<frame> 0 spawn
pic: 999 state: 3005 wait: 0 next: 1 dvx: 0 dvy: 0 centerx: 29 centery: 56
wpoint:
kind: 2 x: 42 y: 51 cover: 0
wpoint_end:
<frame_end>
<frame> 1 create object2
pic: 999 state: 3005 wait: 0 next: 2 dvx: 0 dvy: 0 centerx: 29 centery: 56
wpoint:
kind: 2 x: 42 y: 51 cover: 0
wpoint_end:
#opoint:
#kind: 2 x: 42 y: 51 action: 3 dvx: 0 dvy: 0 oid: 218 facing: 0
#opoint_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 398 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 2 carry_frame #this is the frame the weapon should be held in
pic: 999 state: 2001 wait: 0 next: 1 dvx: 0 dvy: 0 centerx: 29 centery: 56
wpoint:
kind: 2 x: 42 y: 51 cover: 0
wpoint_end:
bdy:
kind: 0 x: 6 y: 9 w: 44 h: 46 #bdy can be hit by enemy
bdy_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 398 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 20 on_ground
pic: 999 state: 3005 wait: 3 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 29 centery: 56 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 13 y: 43 w: 31 h: 14
bdy_end:
<frame_end>
<frame> 21 just_on_ground
pic: 999 state: 3005 wait: 3 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 29 centery: 56 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 19 y: 26 w: 21 h: 30 dvx: 5 dvy: -7 fall: 70 vrest: 17 bdefend: 30 injury: 60
itr_end:
<frame_end>
<frame> 3 object_2
pic: 999 state: 14 wait: 0 next: 1 dvx: 0 dvy: 0 centerx: 29 centery: 56
wpoint:
kind: 2 x: 42 y: 51
wpoint_end:
<frame_end>
<frame> 399 object_2_dropped
pic: 999 state: 18 wait: 0 next: 397 dvx: 0 dvy: 0 centerx: 29 centery: 56
itr:
kind: 0 x: 21 y: 123456 w: 43 h: 62 dvx: 0 dvy: 0 fall: 1 vrest: 200 bdefend: 100 injury: 0 #hidden itr to send character out of the superdefense frame. You can adjust this itr however you like, important thing is allowing friendly fire
itr_end:
<frame_end>
<frame> 397 create object2
pic: 999 state: 3005 wait: 0 next: 999 dvx: 0 dvy: 0 centerx: 29 centery: 56
wpoint:
kind: 2 x: 42 y: 51 cover: 0
wpoint_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 398 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
|
I made some minor modifications to the weapon code you gave. It does work perfectly. But the self hitting itr is not getting activated, so the player doesn't go to broken defend (or injured in this case) frame. And whenever object2 is created, it gives out shadows, and I don't know where to put state: 3005 to avoid that. It was really a nice idea! Thanks!
|