![]() |
|
[solved] Shield problem/question - 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] Shield problem/question (/showthread.php?tid=6881) |
[solved] Shield problem/question - TheFreeze - 08-09-2011 Old post (Click to View) /e: Or just please tell me how to make a weapon where you can control to which frame it goes when getting hit. Thanks! RE: Shield problem/question - duelas - 08-23-2011 Excuse me... what is the type you using in the "shield"? seems to be type: 2 I suggest to use type: 3 and get use of the ability of type: 3 (hitting on bdy goes to frame10) using itr to attack the other things also using effect: 4 (can avoid hitting characters) last one, add hit_a: (the losing amount of hp when get hitting each time) at the hitting frame and hit_d: (the number of vanished frame) in every frame if you want to make the shield follow players, add itr kind: 8 dvx: (the same frame number of the using frame) in frames that follow players PS1: there is no use of bdy PS2: the default amount of hp is 500 PS3: itr effect 4 only hit on type: 1,2,3,4,5,6 RE: Shield problem/question - TheFreeze - 08-23-2011 (08-23-2011, 02:27 AM)duelas Wrote: hitting on bdy goes to frame10You mean when it hits a bdy or when its own bdy gets hit? (08-23-2011, 02:27 AM)duelas Wrote: last one, add hit_a: (the losing amount of hp when get hitting each time) at the hitting frameI thought the number noted in hit_a: is some kind of time.. RE: Shield problem/question - duelas - 08-23-2011 (08-23-2011, 12:45 PM)TheFreeze Wrote:(08-23-2011, 02:27 AM)duelas Wrote: hitting on bdy goes to frame10You mean when it hits a bdy or when its own bdy gets hit? 1. it hits a bdy 2. you should learn more about type 3 ![]() in type 3 hit_a is the losing amount of hp (hp will lose when goes to the frame that have >0 in hit_a) hit_d is the frame to go when hp =< 0 (if hit_a is not >0, hit_d no effect) |