Kingdom-LF2 DC Tech - Stage Stop - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Advanced Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=13) +---- Thread: Kingdom-LF2 DC Tech - Stage Stop (/showthread.php?tid=21) |
Kingdom-LF2 DC Tech - Stage Stop - MH-Razen - 03-08-2008 MH-LF2 For Dialogs or quests you may want to stop the stage untill the quest is done - but since the time can vary you need to end an object at the end of stage which delete the stage lock char - I think it's more common to activate a char behind the visible border and hit him with an state 18 / itr later so he fall to floor. My method is way faster (the char will not fall): These frames are noted in a character (bandit.dat in my case, look at the opoint below). Frame 350 is the Stage Lock Frame you need to activate from stage.dat - it's compleatly hidden and if you activate it with hp: 0 your teammates will not fight it. Code: <frame> 350 stage-stop-k8 Not at the end of the quest you use this opoint to activate the frame 351 - the char bdy makes the itr/k8 react on it and it goes to frame 399, where the stage lock is deleted. Your teammates will also not react on the activated frame 351 (even if it have full 500 hp) because of the state: 14... Code: opoint: #end stage-stop-k8 Lauli Another way could be, that if you finished a quest/whatever, the character that keeps you from getting into the next stage gets away per itr/kind: 8. I maybe can use your idea for my elevator thingy (when you have to open it), because it doesn't always work and I used the technique I mentioned above. I could try out to use that with state: 18 like you said. Maybe it works |