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[solved] itr - Printable Version

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Pages: 1 2


[solved] itr - manxeater - 05-22-2008

can i give an itr to a char that hurts itself?
if yes please give me the code because state: 18 didn't work.


RE: itr - YinYin - 05-22-2008

an object cannot hurt itself - you have to create a new object that hurts the char

since the new object (created by the char) will be on his team you will either need to allow the object to hit teammates (using state 18 - creates smoke) or allow the character to get hit by teammates (using state 10)


RE: itr - manxeater - 05-22-2008

YinYin Wrote:and object cannot hurt itself - you have to create a new object that hurts the char

since the new object (created by the char) will be on his team you will either need to allow the object to hit teammates (using state 18 - creates smoke) or allow the character to get hit by teammates (using state 10)

Q1: can the object be type 3 or should it be type: 0?

Q2: how do i make sure that the object wont have a shadow and wont hurt
anybody else?


RE: itr - Lauli - 05-22-2008

A1: Type 3 would be better, otherwise you could choose this hit-object from the character selection menue.

A2: Give him in the creation frames a special body (y: 1000) and the created object an itr with the same coordinates.


RE: itr - manxeater - 05-22-2008

Lauli Wrote:A2: Give him in the creation frames a special body (y: 1000) and the created object an itr with the same coordinates.

creation frames object created in frame 285:
<frame> 285 explosion
pic: 197 state: 10 wait: 1 next: 286 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 49300
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:

opoint:
kind: 1 x: 8 y: 19 action: 180 dvx: 0 dvy: 0 oid: 252 facing: 1
opoint_end:

bdy:
kind: 0 x: 8 y: 1000 w: 100 h: 100
bdy_end:
<frame_end>


<frame> 286 explosion
pic: 197 state: 10 wait: 1 next: 287 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
opoint:
kind: 1 x: 48 y: 81 action: 109 dvx: 0 dvy: 0 oid: 252 facing: 1
opoint_end:
bdy:
kind: 0 x: 8 y: 1000 w: 100 h: 100
bdy_end:
<frame_end>

<frame> 287 explosion
pic: 197 state: 10 wait: 1 next: 288 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 8 y: 1000 w: 100 h: 100
bdy_end:
<frame_end>

<frame> 288 explosion
pic: 196 state: 10 wait: 1 next: 289 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 8 y: 1000 w: 100 h: 100
bdy_end:
<frame_end>

<frame> 289 explosion
pic: 196 state: 10 wait: 1 next: 290 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\071.wav
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 8 y: 1000 w: 41 h: 60
bdy_end:
<frame_end>

<frame> 290 explosion
pic: 196 state: 10 wait: 16 next: 291 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\020.wav
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 8 y: 1000 w: 41 h: 60
bdy_end:
<frame_end>

<frame> 291 explosion
pic: 196 state: 10 wait: 1 next: 292 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 22 y: 1000 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 8 y: 1000 w: 41 h: 60
bdy_end:
<frame_end>

<frame> 292 explosion
pic: 196 state: 10 wait: 1 next: 293 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 8 y: 1000 w: 41 h: 60
bdy_end:
<frame_end>

<frame> 293 explosion
pic: 196 state: 10 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:

bdy:
kind: 0 x: 8 y: 1000 w: 41 h: 60
bdy_end:
<frame_end>


created object type 3:
<frame> 180 cloner
pic: 70 state: 18 wait: 9 next: 999 dvx: 0 dvy: 0 centerx: 78 centery: 148 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 0 x: 8 y: 1000 w: 100 h: 100 dvx: 0 dvy: 0 fall: -70 vrest: 300 bdefend: -50 injury: 490 zwidth: 37
itr_end:
<frame_end>


is this what you meant? if yes it didnt work.


RE: itr - Lauli - 05-22-2008

Maybe state 10 is the problem.

I actually don't know what's mssing there, the code looks fine to me. rolleyes


EDIT
@Azzy: Argh bite me, why didn't I see this! :C


RE: itr - Azriel - 05-22-2008

the opoint should be in the next frame. it won't work on the first frame of the move (must have a next: leading to the frame to the opoint)

@Lauli
dunno; i also missed one thingy

the bdefend on the frame 180 of the object with state 18 should be a positive value (like 100 if u want it do definitely hit)




Azriel~



RE: itr - manxeater - 05-22-2008

Azriel Wrote:the opoint should be in the next frame. it won't work on the first frame of the move (must have a next: leading to the frame to the opoint)




Azriel~

ACTUALLY i opoint a freeze and set action:285.i want it to lose 490 hp
itried wat you said no use
should i post the 2 files?


RE: itr - Lauli - 05-22-2008

I think then you can also do this with mp

Code:
<frame> 285 explosion
pic: 197 state: 3 wait: 1 next: 286 ...
...
<frame_end>

<frame> 286 explosion
pic: 197 state: 3 wait: 1 next: 286 ... mp: -490000
...
<frame_end>

I'm not sure if this works, I didn't do much with mp stuff. I only know that (at least mana) the values decrease, no matter if there's enough hp/mp left.
As I said, I'm not sure.


RE: itr - YinYin - 05-22-2008

first of all you do not need both state 18 and 10 - one of both is enough
i prefer 10 cause it doesnt create smoke (also the attacking object, frame 180, can have the shadowless state 3005 then)

second as azriel said, opoints only work if the frame was activated by a next - if you spawn freeze in frame 285 the opoint there wont work - you have to put it into the next one (same applies for frames activated by key inputs)
thats why the second object (frame 109) appears and the first (180) doesnt

Lauli Wrote:Maybe state 10 is the problem.
why should it >.>
Lauli Wrote:I think then you can also do this with mp
nope that only works for mana - the hp aspect only works upon a key input
Azriel Wrote:the bdefend on the frame 180 of the object with state 18 should be a positive value (like 100 if u want it do definitely hit)
why - using a negative one there is like using a negative fall value - this will temporary increase freeze' defense


edit: also what are you using the mp tag for?