Little Fighter Empire - Forums
[solved] HAUNTED conversation box in stage - 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] HAUNTED conversation box in stage (/showthread.php?tid=2389)



[solved] HAUNTED conversation box in stage - freezeex - 03-21-2009

Thanks to Azriel, the problem has been sloved
but there is also another problem not relating to John but the conversation boxes.
[Image: bug2.gif]
The data of this box (messageb)
Code:
file(0-31): sprite\template1\message.bmp  w: 500  h: 80  row: 2  col: 18
file(32-63): sprite\template1\messageb.bmp  w: 500  h: 80  row: 2  col: 18

<frame> 36 John_talk
   pic: 999  state: 3005  wait: 10  next: 37  dvx: 0  dvy: 0  centerx: 250  centery: 50  hit_a: 0  hit_d: 0  hit_j: 85
<frame_end>

<frame> 37 John_talk
   pic: 32  state: 3005  wait: 90  next: 38  dvx: 0  dvy: 0  centerx: 250  centery: 50  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 38 John_talk
   pic: 33  state: 3005  wait: 72  next: 39  dvx: 0  dvy: 0  centerx: 250  centery: 50  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
Here is the stage.dat
Code:
<phase> bound: 900
            id: 30  x: 2000 act: 275 hp: 0 #Bandit
            id: 30  x: 750  act: 270  #Bandit_summon character
            id: 30  x: 300  act: 273  #Bandit_summon message
        <phase_end>
And here is the bandit.dat that opoint the message bar
Code:
<frame> 270 Everything appear
  pic: 999  state: 3005  wait: 0  next: 271
<frame_end>

<frame> 271 John appear
  pic: 999  state: 3005  wait: 0  next: 272
    opoint:
      kind: 1  x: 39  y: 0  action: 227  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 272 Charlie appear
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 228  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 273 message appear 1-2.1
  pic: 999  state: 10  wait: 0  next: 274
<frame_end>

<frame> 274 message appear 1-2.1
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 36  dvx: 0  dvy: 0  oid: 996  facing: 0
   opoint_end:
<frame_end>

<frame> 275 1-2.1 stop
  pic: 999  state: 10  wait: 1000  next: 1000
<frame_end>
From the first frame we can see that it is wait: 10
how come in the gif it looks like the waittook longer than it suppose to be?
And the second problem.
The picture automaticly turn to shadow
I checked the pictures, it is there.

By the way, please ignore the Chinese=P


RE: A type:3 ball in stage with no opoint is poping ice? - Azriel - 03-21-2009

don't use frame 200~201 those frames just spawn ice.



Azriel~



RE: A type:3 ball in stage with no opoint is poping ice? - freezeex - 03-21-2009

Thanks~
The ice poping problem is sloved
but now it is just keep blinking...
Code:
<frame> 199 john_walk near
   pic: 48  state: 15  wait: 3  next: 196  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 196 john_walk near
   pic: 49  state: 15  wait: 3  next: 195  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 195 john_walk near
   pic: 50  state: 15  wait: 3  next: 202  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 202 john_walk near
   pic: 51  state: 15  wait: 3  next: 203  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 203 john_walk near
   pic: 50  state: 15  wait: 3  next: 204  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 204 john_walk near
   pic: 49  state: 15  wait: 3  next: 199  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 50  hit_d: 205  hit_j: 0
<frame_end>