Little Fighter Empire - Forums
[solved] Pet method help - 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: Solved Problems (https://lf-empire.de/forum/forumdisplay.php?fid=14)
+---- Thread: [solved] Pet method help (/showthread.php?tid=2131)

Pages: 1 2


[solved] Pet method help - dubbleD - 02-18-2009

hey i've been mucking around and studying this pet methods and ive seem to come to a problem and i need help to fix it so i can continue. can anyone tell me if there is something wrong with this summon data from the character?



RE: Pet method help - MH-Razen - 02-18-2009

erm, as long as you don't tell us what exactly this code-part should do I doubt we can help.

oid 219 and 431 - what is this, is there're a frame 399 and a frame 50 in there? THe only thing I worry right now is frame 399 - I never use it to start something, but it should work - if you don't go on with frame 400... this might be the explanation :p

WOuld be good if you post the code of the activated things, too


RE: Pet method help - dubbleD - 02-18-2009

sorry. i had a feeling it wasnt enough
219 is the jan_chase heal ball
thats the thing thats meant to turn into pet.
431 is pet.
oh the 399 is something else. im using it as a dummy. The [email=http://www.lf-empire.de/forum/showthread.php?tid=14]Pet Thread[/email] thread suggested about moving the character up in y axis possibly to not show the burning_smoke so i made a dummy at frame 399 in the ball data with the character sprite to sit in place.
currently dont anymore time to go grab the rest of the code but its mainly based from the thread.


RE: Pet method help - MH-Razen - 02-18-2009

erm, for your problem with state 18 and the smoke - if you want the smoke not to show I recommend you have a look at this:

http://www.lf-empire.de/lfev9/en/lf2-empire/data-changing/advanced-dc/31-advanced-dc-type-0/238-selfhit--state-18

you talk about a problem but dont specify it - I guess your problem is the activision of an object like jans angels with opoint. but I'm not sure, so

1. what message / exact problem do you have
2. did you edit anything in the jan-file?


RE: Pet method help - dubbleD - 02-19-2009

yeah i know about the smoke already but im not concentrating on that atm, i'll fix that when i want lol
well the problem is it crashes the game. sorry i am so unspecific, what else do you need to know? im pretty sure i might need to say more.


RE: Pet method help - MH-Razen - 02-19-2009

ok set a hit_Fa: 3 in frame 50 of jans healangel or (what would be even better)
make a copy of these frames and set the hit_Fa: 3 there. It might have to do with hit_Fa and opoints...


RE: Pet method help - dubbleD - 02-19-2009

actually, i've fixed it.
i was so stupid to have deleted the frames needed for jan_chaseh to transform to. that was the reasson why its crashing. now thats fixed uhm....
i have another problem. i dont know why the sprites dont show up. i definately know that its in the right place i want it because i was intending to make a tail for the pet. the tail shows but the pet doesnt -_-
might there be some other special function that happens here?


RE: Pet method help - MH-Razen - 02-19-2009

you told you transformed? Then it's probably the bmp-part, can you post it?


RE: Pet method help - Alblaka - 02-19-2009

You forgot the 140+pics error.
If you transform anything into something else, it will add 140 to ALL "sprite: xxx" values of the dat.

That means, it tries to use pic 145 instead of 5 and generally, balls not even have 140 pics.
So it shows you an empty space.

For example here is the jan_chase part:

<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>

If you transform anything into this ball, it will activate the 140+ trigger.
To prevent having somethign invisible, you simply make this:


<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
file(140-147): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(148-151): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1

weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>

Should work ^^


RE: Pet method help - MH-Razen - 02-19-2009

Code:
<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
file(140-147): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(148-151): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>

sry, this cont wont work :p

Code:
<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
file(12-139): sprite\sys\jan_chase.bmp w: 1 h: 1 row: 1 col: 128 #dummy
file(140-147): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(148-151): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>


this should :p