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[solved] A neophyte trying to DC... - Printable Version

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[solved] A neophyte trying to DC... - Kezeal - 12-28-2010

So, to start my data changing experience, I considered just editing some attacks on Woody(best char ever).
I ran into problems before I could edit my first move.
I'll list my problems so far, so here goes:
  1. How to make his tiger dash -stronger-, so that it couldn't be stopped with such weak attacks?
  2. How to make him automatically teleport behind the opponent after getting hit?
  3. How to make him be able to "shoot" more of his "blasts", like Davis and Dennis do with their balls?

That's all, for now.


RE: A neophyte trying to DC... - Whaat - 12-28-2010

1. I think that bdefend grows your defend, so try adding it, normally it´s 60, so try making it 100 or smthing like that (and make this to every fly_crash frame where is bdefend):
2. Change injured frame´s next: number to teleport (278 is the number of frame when he starts the teleport):
3. Just add ball1 starting frame´s number to hit_a in the last frame of ball1 so he will shoot more blasts when pressing A.



RE: A neophyte trying to DC... - ~Dome~ - 12-28-2010

(12-28-2010, 04:40 PM)Kenert Wrote:  How to make him be able to "shoot" more of his "blasts", like Davis and Dennis do with their balls?
You can either extend the facing: in the opoint of the frame where he shots the balls, for example facing: 30 will shot 3 balls at once. click -here- for further details.

If you want him to repeat the action through pressing A for example, add a hit_a: xxx in the last frames of the attack, the xxx stands for the framenumber you wish to start again.


(12-28-2010, 04:40 PM)Kenert Wrote:  How to make his tiger dash -stronger-, so that it couldn't be stopped with such weak attacks?

I guess you want to prevent that he gets hit by for example Woodys D^A. You can either make the body area smaller or the itr area bigger. If you want to prevent him getting hit by state: 3006 objects, just delete the body.
Check -this- out for further details

    DC-Code:
itr:
kind: 0 x: 19 y: 6 w: 47 h: 63 dvx: 45 dvy: -7 fall: 70 vrest: 10 bdefend: 60 injury: 85
itr_end:
bdy:
kind: 0 x: 20 y: 6 w: 25 h: 33
bdy_end:


(12-28-2010, 04:40 PM)Kenert Wrote:  How to make him automatically teleport behind the opponent after getting hit?

First you create a new frame for example number 350 which has a state: 400 [if you want to correct the position where he teleports use dvx: xxx and dvx: 550 in the following frames] after that you change the "next" in the first injured frames into next: -350 [you character will turn around before teleporting so that you land behind him]



RE: A neophyte trying to DC... - Kezeal - 12-28-2010

Okay, I ended up with

<frame> 220 injured
pic: 120 state: 11 wait: 0 next: -304 dvx: 0 dvy: 0 dvz: 0 centerx: 35 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 34 y: 50 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 25 y: 17 w: 29 h: 61
bdy_end:
<frame_end>

and

<frame> 304 nubcake
pic: 0 state: 400 wait: 0 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>


But the char will just turn around in his position, nothing else.


RE: A neophyte trying to DC... - ~Dome~ - 12-28-2010

    DC-Code:
<frame> 220 injured
   pic: 120  state: 11  wait: 3  next: -350  dvx: 0  dvy: 0  dvz: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 34  y: 50  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
      itr:
      kind: 8  x: -100  y: 12  w: 105  h: 68 dvx: 350 vrest: 1 injury: 0
   itr_end:
   bdy:
      kind: 0  x: 25  y: 17  w: 29  h: 61
   bdy_end:
<frame_end>
 
<frame> 224 injured
   pic: 130  state: 11  wait: 2  next: -350  dvx: 0  dvy: 0  dvz: 0  centerx: 43  centery: 76  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 23  y: 55  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
      itr:
      kind: 8  x: -100  y: 12  w: 105  h: 68 dvx: 350 vrest: 1 injury: 0
   itr_end:
   bdy:
      kind: 0  x: 25  y: 13  w: 30  h: 65
   bdy_end:
<frame_end>
 
<frame> 350 teleport
   pic: 1000  state: 400  wait: 1  next: 351  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 91  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 351 teleport
   pic: 1000  state: 15  wait: 1  next: 352  dvx: 30  dvy: 0  dvz: 0  centerx: 39  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 352 teleport
   pic: 177  state: 15  wait: 0  next: 999  dvx: 550  dvy: 0  dvz: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


this should work. the last 2 frames correct the position so he doesnt stand away too much from the enemy.
however, as you can see there is a itr: kind 8 in the two injured frames, those make sure the character also does the teleport if the is hit from behind.
If the itr detects an object 0 it goes to frame 350 [dvx: 350]

    DC-Code:
itr:
      kind: 8  x: -100  y: 12  w: 85  h: 68 dvx: 350 vrest: 1 injury: 0
   itr_end:




(12-28-2010, 04:54 PM)Whaat Wrote:  1. I think that bdefend grows your defend, so try adding it, normally it´s 60, so try making it 100 or smthing like that (and make this to every fly_crash frame where is bdefend
bdefend only states how you damage the enemys defend


RE: A neophyte trying to DC... - Kezeal - 12-28-2010

It kind of works, but only when attacked from behind and then he'll stay bodyless and invisible until he moves. AND he doesn't teleport -behind- the enemy, just a bit further from his original position.

Also, after deleting the body on his Tiger Dash, he just goes through attacks. I want it to be stronger than Julian's Ball and some other attacks, so he could destroy them.

EDIT: I'd also like it to be able to destroy John's shields.


RE: A neophyte trying to DC... - ~Dome~ - 12-28-2010

check the code again, works for me. just copy/replace the frames above
some copy/paste mistake maybe? :P

(12-28-2010, 06:10 PM)Kenert Wrote:  EDIT: I'd also like it to be able to destroy John's shields.
Not possible without changing Johns shield itself because the shield has only an itr in its frames.

Edit: Attached the files

I used an invisible ball which destroys everything with state: 3006.


RE: A neophyte trying to DC... - Kezeal - 12-29-2010

Okay, I'd like to do the same with his on-hands-roflcopter attack. I've already done some adjustments to it:
Code:
<frame> 260 cleg
   pic: 160  state: 3  wait: 1  next: 261  dvx: 8  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 50
   wpoint:
      kind: 1  x: 37  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 261 cleg
   pic: 161  state: 3  wait: 2  next: 262  dvx: 8  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav
   wpoint:
      kind: 1  x: 51  y: 45  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 262 cleg
   pic: 162  state: 3  wait: 1  next: 263  dvx: 8  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 43  y: 60  weaponact: 34  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 11  fall: 70  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 11  vrest: 9  bdefend: 100  injury: 20  
   itr_end:
   itr:
      kind: 0  x: 1  y: 17  w: 27  h: 25  dvx: -2  vrest: 9  bdefend: 100  injury: 20  
   itr_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 11  fall: 70  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
<frame_end>

<frame> 263 cleg
   pic: 163  state: 3  wait: 1  next: 264  dvx: 8  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 38  y: 54  weaponact: 20  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 11  fall: 70  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
   itr:
      kind: 0  x: 1  y: 17  w: 27  h: 25  dvx: -2  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
<frame_end>

<frame> 264 cleg
   pic: 164  state: 3  wait: 1  next: 265  dvx: 8  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 53  weaponact: 21  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 11  fall: 70  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
   itr:
      kind: 0  x: 1  y: 17  w: 27  h: 25  dvx: -2  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
<frame_end>

<frame> 265 cleg
   pic: 165  state: 3  wait: 1  next: 266  dvx: 8  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav
   wpoint:
      kind: 1  x: 38  y: 55  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 11  fall: 70  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 11  vrest: 9  bdefend: 100 injury: 20  
   itr_end:
   itr:
      kind: 0  x: 1  y: 17  w: 27  h: 25  dvx: -2  vrest: 9  bdefend: 100  injury: 20  
   itr_end:
<frame_end>

<frame> 266 cleg
   pic: 166  state: 3  wait: 1  next: 267  dvx: 8  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 41  y: 51  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 11  fall: 70  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
   itr:
      kind: 0  x: 1  y: 17  w: 27  h: 25  dvx: -2  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
<frame_end>

<frame> 267 cleg
   pic: 167  state: 3  wait: 1  next: 268  dvx: 8  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav
   wpoint:
      kind: 1  x: 38  y: 53  weaponact: 21  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 11  fall: 70  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
   itr:
      kind: 0  x: 1  y: 17  w: 27  h: 25  dvx: -2  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
<frame_end>

<frame> 268 cleg
   pic: 168  state: 3  wait: 1  next: 269  dvx: 8  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 262  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 56  weaponact: 21  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 3  fall: 70  vrest: 9  bdefend: 100  injury: 20  
      effect: 4  
   itr_end:
   itr:
      kind: 0  x: 52  y: 17  w: 29  h: 24  dvx: 5  dvy: -9  fall: 70  vrest: 9  bdefend: 100  injury: 20  
   itr_end:
   itr:
      kind: 0  x: 1  y: 17  w: 27  h: 25  dvx: -2  fall: 70  vrest: 9  bdefend: 100  injury: 20  
   itr_end:
<frame_end>

<frame> 269 cleg
   pic: 169  state: 3  wait: 1  next: 270  dvx: 8  dvy: 0  dvz: 0  centerx: 31  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 46  y: 57  weaponact: 34  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 270 cleg
   pic: 170  state: 3  wait: 2  next: 271  dvx: 8  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 43  y: 56  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 271 cleg
   pic: 60  state: 15  wait: 4  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 hit_Ua: 70 hit_Fj: 20
  sound: data\012.wav
   wpoint:
      kind: 1  x: 46  y: 61  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

Also, is it possible that he would extinguish fire that's on the ground, while doing this attack?


Also, any way to make him teleport after someone attacks him with a strong attack? For example a run-attack or Davis's D^A. Found it, had to put "hit_d: 304"(the teleport) to the falling frames. Auto-teleport would be boring, I put it to manual ^^

Only way I found to make Woody not get hurt by Julian's ball's explosion during his Tiger Dash was to remove his body. Any way to make him just not get hurt by it? <- Probably a stupid question, but meh, I don't know the limit of coding.


RE: A neophyte trying to DC... - Alblaka - 12-29-2010

(12-29-2010, 11:33 AM)Kenert Wrote:  Also, is it possible that he would extinguish fire that's on the ground, while doing this attack?

Possible, but you would need to recode the ground-flames and give them a specific body each.
The attac hits the bodies, flames disappear...
I guess...
Maybe...

(12-29-2010, 11:33 AM)Kenert Wrote:  Only way I found to make Woody not get hurt by Julian's ball's explosion during his Tiger Dash was to remove his body. Any way to make him just not get hurt by it? <- Probably a stupid question, but meh, I don't know the limit of coding.

Probably possible, if you create an T3-object, following him and containing the itr/kind:0 for the attack. The object must have state 3005.
If characters hit the Julian-Ball, it will be slowed at most.
If a 3005 hits it, it will disappear (and therefore can't hit Woody).



RE: A neophyte trying to DC... - Kezeal - 12-29-2010

Ran into a new problem:
I put punch's hit_j: 220 and on frame 220 I send him to teleport, but for some reasons he doesn't teleport to the enemy, just turns around in his position. I put "hit_Uj: 220" in the first frame and it works just fine.
Code:
<frame> 60 punch
   pic: 10  state: 3  wait: 1  next: 61  dvx: 1  dvy: 0  dvz: 0  centerx: 42  centery: 79  hit_a: 0  hit_d: 0  hit_j: 220
   itr:
      kind: 2  x: 21  y: 57  w: 37  h: 24  vrest: 1  
      
   itr_end:
   bdy:
      kind: 0  x: 34  y: 15  w: 24  h: 63
   bdy_end:
<frame_end>

<frame> 220 injured
   pic: 56  state: 11  wait: 0  next: -304  dvx: 0  dvy: 0  dvz: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 34  y: 50  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
      itr:
      kind: 8  x: -100  y: 12  w: 105  h: 68 dvx: 304 vrest: 1 injury: 0
   itr_end:
   bdy:
      kind: 0  x: 25  y: 17  w: 29  h: 61
   bdy_end:
<frame_end>

<frame> 304 teleporthit
   pic: 1000  state: 400  wait: 0  next: 305  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 91  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 305 teleporthit
   pic: 1000  state: 15  wait: 0  next: 306  dvx: 30  dvy: 0  dvz: 0  centerx: 39  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 306 teleporthit
   pic: 177  state: 15  wait: 0  next: 999  dvx: 550  dvy: 0  dvz: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 220
<frame_end>

Just wanted him to be able to teleport with Attack-Jump


Also, the teleport seems to misfunction when you're near your opponent, facing away from him: The teleport just teleports you backwards, doesn't even turn you around. Only happens with the manual one, when he hits me naturally, it works just fine. Yet again, I wanted to make his teleporting faster.

The above problem happens also when you attack while you teleport. You'll either just turn around or teleport backwards.