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[solved] Being hit then taking no damage, but gaining mp. - 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] Being hit then taking no damage, but gaining mp. (/showthread.php?tid=4347) Pages:
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[solved] Being hit then taking no damage, but gaining mp. - Madara Uchiha - 01-14-2010 Hey; I haven't been in this section for a long time .Well straight to the point. I need help on creating an attack were if you hit the opponent they take no damage and gain mp. I tried giving my character an itrkind8 were he he has a special cooridinates. I gave all the characters punch a body, with the same one as the itrkind8. Still it doesn't work when they hit. Also for the gaining mp-thing. I don't have a clue how to do that. Here's the Data: Code: ------------------------------------------------------------------------------------------------------------------
----------------------------------------------Zero point breakthrough revised-------------------------------------
------------------------------------------------------------------------------------------------------------------
<frame> 261 ZeroPoint_Revised
pic: 109 state: 15 wait: 7 next: 262 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 21 y: 28 w: 37 h: 76
bdy_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 262 ZeroPoint_Revised
pic: 110 state: 15 wait: 1 next: 263 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0
bdy:
kind: 0 x: 21 y: 28 w: 37 h: 76
bdy_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 263 ZeroPoint_Revised
pic: 111 state: 15 wait: 2 next: 264 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 8 x: 1 y: 22 w: 1 h: 1 dvx: 70 injury: 0
itr_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 264 ZeroPoint_Revised
pic: 112 state: 15 wait: 3 next: 265 dvx: 0 dvy: 0 centerx: 38 centery: 100 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 8 x: 1 y: 22 w: 1 h: 1 dvx: 70 injury: 0
itr_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 265 ZeroPoint_Revised
pic: 113 state: 15 wait: 2 next: 266 dvx: 0 dvy: 0 centerx: 38 centery: 99 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 80 x: 1 y: 22 w: 1 h: 1 dvx: 70 injury: 0
itr_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 266 ZeroPoint_Revised
pic: 114 state: 15 wait: 3 next: 267 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 8 x: 1 y: 22 w: 1 h: 1 dvx: 70 injury: 0
itr_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 267 ZeroPoint_Revised
pic: 115 state: 15 wait: 2 next: 263 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 8 x: 1 y: 22 w: 1 h: 1 dvx: 70 injury: 0
itr_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 268 ZeroPoint_Revised
pic: 116 state: 15 wait: 1 next: 269 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 269 ZeroPoint_Revised
pic: 109 state: 15 wait: 7 next: 999 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
------------------------------------------------------------------------------------------------------------------
----------------------------------------------Zero point breakthrough revised-------------------------------------Here's the move:
RE: Being hit then taking no damage, but gaining mp. - TheNave - 01-14-2010 so you want to create like a stance and if something is going to hit ya you're gaining mps instead of loosing health? I could do it with hex but I guess it's kinda Impossible to do it with a DC-methode if that should work on all moves which are going to hit ya... RE: Being hit then taking no damage, but gaining mp. - Madara Uchiha - 01-14-2010 Couldn't I just do something like Rock Lee standing special thing? Instead when the itrkind8 hits it, it's goes to a frame that has a -mp, which allows him to gain mp? Also couldn't I just give most attacks a body, so this attack works? RE: Being hit then taking no damage, but gaining mp. - Alblaka - 01-14-2010 Actually, i would know a solution for gaining a fixed amount of mp instead taking damage. Delete the bdy of the char in his special move, make him spawn a T3 with the bdy, if T3 gets hit (state:3000) cause it to spawn a T0 where the char can react to via itr8. After he reacted, he does a casual charge move (summoning invisible beer, reducing its hp to xy, so it will give you abc mp). Bugs: -Same, how powerful (or weak) the attack was, you will always gain the same amount of mp. -Char will drop any carried weapon. -The "drinking" will take some frames and the mp won't be gained instantly... which could actually seem creepy if the char gets hit multiple times in a row. (01-14-2010, 04:48 PM)Madara Uchiha Wrote: Couldn't I just do something like Rock Lee standing special thing? Instead when the itrkind8 hits it, it's goes to a frame that has a >>> Doesn't work negative mp-tags can ONLY give you mp when you activate them via a key Of course, you could also use the key-method instead the drinking one... but then you would need to press a button each time after you get hit XD edit for above and below:
RE: Being hit then taking no damage, but gaining mp. - Bamboori - 01-14-2010 -let him create a ball with state: 3000 at y: 1000 with a normal bdy. -all chars have their itrs on y: 1000 too. -make him a bdy at y: 2000. -in the hitting frames of the ball, it will catch the char to lead him to a frame where he gets mp (can only be one frame), leading back to the creating cycle. edit:
RE: Being hit then taking no damage, but gaining mp. - Madara Uchiha - 01-14-2010 What's with all the scary ninja faces!? ![]() Well I will give it a try and report back. Edit :
RE: Being hit then taking no damage, but gaining mp. - TheNave - 01-14-2010 (01-14-2010, 04:48 PM)Madara Uchiha Wrote: Couldn't I just do something like Rock Lee standing special thing? Instead when the itrkind8 hits it, it's goes to a frame that has a I thought you want to gain mps equal to the injury you'd get RE: Being hit then taking no damage, but gaining mp. - Madara Uchiha - 01-14-2010 No. I was just going to make it so for 3 different types of attacks, you gain mp. Edit: Here's the only problem I am having, the balls body seems to be so high. Also the it doesn't seem to active the characters itrkind8. Solutions? ![]() Tsuna data: Code: ------------------------------------------------------------------------------------------------------------------
----------------------------------------------Zero point breakthrough revised-------------------------------------
------------------------------------------------------------------------------------------------------------------
<frame> 261 ZeroPoint_Revised
pic: 109 state: 15 wait: 7 next: 262 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 21 y: 28 w: 37 h: 76
bdy_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 262 ZeroPoint_Revised
pic: 110 state: 15 wait: 1 next: 263 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0
bdy:
kind: 0 x: 21 y: 28 w: 37 h: 76
bdy_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 263 ZeroPoint_Revised
pic: 111 state: 15 wait: 2 next: 264 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 8 x: 0 y: 9943 w: 2 h: -3 dvx: 70 injury: 0
itr_end:
opoint:
kind: 1 x: 38 y: 57 action: 0 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 264 ZeroPoint_Revised
pic: 112 state: 15 wait: 3 next: 265 dvx: 0 dvy: 0 centerx: 38 centery: 100 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 8 x: 0 y: 9943 w: 2 h: -3 dvx: 70 injury: 0
itr_end:
opoint:
kind: 1 x: 38 y: 57 action: 0 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 265 ZeroPoint_Revised
pic: 113 state: 15 wait: 2 next: 266 dvx: 0 dvy: 0 centerx: 38 centery: 99 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 8 x: 0 y: 9943 w: 2 h: -3 dvx: 70 injury: 0
itr_end:
opoint:
kind: 1 x: 38 y: 57 action: 0 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 266 ZeroPoint_Revised
pic: 114 state: 15 wait: 3 next: 267 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 8 x: 0 y: 9943 w: 2 h: -3 dvx: 70 injury: 0
itr_end:
opoint:
kind: 1 x: 38 y: 57 action: 0 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 267 ZeroPoint_Revised
pic: 115 state: 15 wait: 2 next: 263 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0 mp: -4
itr:
kind: 8 x: 0 y: 9943 w: 2 h: -3 dvx: 70 injury: 0
itr_end:
opoint:
kind: 1 x: 38 y: 57 action: 0 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 43 y: 9999 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 268 ZeroPoint_Revised
pic: 116 state: 15 wait: 1 next: 269 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 268 hit_j: 0
bdy:
kind: 0 x: 22 y: 26 w: 34 h: 77
bdy_end:
<frame_end>
<frame> 269 ZeroPoint_Revised
pic: 109 state: 15 wait: 7 next: 999 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 22 y: 26 w: 34 h: 77
bdy_end:
<frame_end>
<frame> 270 Body
pic: 999 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 0 y: 9943 w: 2 h: -3
bdy_end:
<frame_end>
------------------------------------------------------------------------------------------------------------------
----------------------------------------------Zero point breakthrough revised-------------------------------------
------------------------------------------------------------------------------------------------------------------Here's the ball data: Code: <bmp_begin>
file(0-89): sprite\sys\Tsuna_0.bmp w: 97 h: 104 row: 10 col: 9
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 Body
pic: 999 state: 3000 wait: 1 next: 1 dvx: 550 dvy: 550 dvz: 550 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 25 y: 27 w: 32 h: 75
bdy_end:
<frame_end>
<frame> 1 Body
pic: 999 state: 3000 wait: 0 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 25 y: 27 w: 32 h: 75
bdy_end:
<frame_end>
<frame> 10 Body
pic: 999 state: 3000 wait: 0 next: 11 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 Body
pic: 999 state: 3000 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 22 y: 26 action: 270 dvx: 0 dvy: 0 oid: 2 facing: 0
opoint_end:
<frame_end>
<frame> 20 Body
pic: 999 state: 3000 wait: 0 next:21 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 Body
pic: 999 state: 3000 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 22 y: 26 action: 270 dvx: 0 dvy: 0 oid: 2 facing: 0
opoint_end:
<frame_end>
<frame> 30 Body
pic: 999 state: 3000 wait: 0 next: 31 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 Body
pic: 999 state: 3000 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 38 centery: 104 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 22 y: 26 action: 270 dvx: 0 dvy: 0 oid: 2 facing: 0
opoint_end:
<frame_end>Also can someone please tell me a good Animation program, which is as good as AdGIF animator, but doesn't have that un-registered sign. RE: Being hit then taking no damage, but gaining mp. - MH-Razen - 01-14-2010 bambooris solution is a good start, but the catchpoint and so is not necessary: - the char which should gain mp if he`s hurt dont has any bdys on y: 0 but on y: 1000 - every itr in every char, weapon and object need a copy of the itr @y: 1000 with injury: 0 and fall: 0 if I remember it right your char still go to the injured-frames with these itrs but dont take any damage and dont fall. If not experient a bit. - Modify the injured frames of the hero - make them look like normal standing, let him fall down his weapon and activate a bottle in the back, add mp -500 and then hold the bottle with state 17 for one Frame (this is 500mp-method from advanced dc, of course you can just add mo with -50 and thats all.... Maybe Nave can create a staet to gain mp more easy here, up to him.. but a solution without catch is always better in my opinion... (sry bamboori )
RE: Being hit then taking no damage, but gaining mp. - Madara Uchiha - 01-14-2010 Guys it's ok; I already have a way of gaining mp. The only thing I need help with, is getting my character to go to the itrkind8 frame, and getting the body to not be able to get hit in the air. Check my last post. |