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[solved] Charakter Question - Printable Version

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[solved] Charakter Question - Dragonxl - 04-11-2008

How can I use bandit_0b in stage as an opponent without change bandit_0?

file(0-69): sprite\sys\bandit_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\bandit_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\bandit_0b.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\bandit_1b.bmp w: 79 h: 79 row: 10 col: 7


RE: Charakter Question - Sinow Rappy - 04-11-2008

You can either change the sprite sheets, or you can add a frame in bandit.dat that transforms into itself using state: 8### to get the character to use the alternative sprite sheet.

So either change the file part to:
file(0-69): sprite\sys\bandit_0b.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\bandit_1b.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\bandit_0b.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\bandit_1b.bmp w: 79 h: 79 row: 10 col: 7

or add a frame like this:

<frame> 398 bandit_transform
pic: 999 state: 8030 wait: 0 next: 0 dvx: 0 dvy: 0 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

You can read more about state: 8### here.


RE: Charakter Question - Dragonxl - 04-11-2008

Sinow Rappy Wrote:<frame> 398 bandit_transform
pic: 999 state: 8030 wait: 0 next: 0 dvx: 0 dvy: 0 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

You can read more about state: 8### here.

WoW thanks it works :D