[solved] Burning frozen in the air? - Thunderbolt - 09-15-2011
So I was just modifying a character's move to add burning abilities to it and Julian's skull chase to it too. The problem I'm having is that, whenever the character's ball hits an opponent, the victim is stuck in the air burning. They are stuck in their burning frames. Everyone who gets into physical contact with said victim, will themselves get burned like any normal characters. The victim will remain stuck in the air burning, until he/she is hit by another attack. If hit by the same ball, they'll just take more damage and remain stuck there. The chase part is mostly alright, except that when there are no opponents left, the balls just remain stuck in the air rather than moving out like Julian's skulls.
Here's the fireball's data:
DC-Code:
<frame> 0 flying
pic: 0 state: 3000 wait: 01 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 41 hit_a: 14 hit_d: 0 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3000 wait: 01 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 42 hit_a: 14 hit_d: 1 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 2 flying
pic: 2 state: 3000 wait: 01 next: 3 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 42 hit_a: 14 hit_d: 2 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 3 flying
pic: 3 state: 3000 wait: 01 next: 4 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 41 hit_a: 14 hit_d: 3 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 4 flying
pic: 2 state: 3000 wait: 01 next: 5 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 42 hit_a: 14 hit_d: 4 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 5 flying
pic: 1 state: 3000 wait: 01 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 31 centery: 41 hit_a: 14 hit_d: 5 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 10 hiting
pic: 4 state: 3001 wait: 2 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 5 state: 3001 wait: 2 next: 12 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 6 state: 3001 wait: 2 next: 13 dvx: 0 dvy: 0 dvz: 0 centerx: 35 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 4 state: 3003 wait: 1 next: 31 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 5 state: 3003 wait: 1 next: 32 dvx: 0 dvy: 0 dvz: 0 centerx: 31 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 32 rebounding
pic: 6 state: 3003 wait: 1 next: 33 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 33 rebounding
pic: 7 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 40 disappearing
pic: 5 state: 3004 wait: 1 next: 41 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 41 disappearing
pic: 6 state: 3004 wait: 1 next: 42 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 42 disappearing
pic: 7 state: 3004 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 50 flying
pic: 8 state: 3000 wait: 01 next: 51 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 41 hit_a: 14 hit_d: 1 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 51 flying
pic: 9 state: 3000 wait: 01 next: 52 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 42 hit_a: 14 hit_d: 1 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 52 flying
pic: 10 state: 3000 wait: 01 next: 53 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 42 hit_a: 14 hit_d: 2 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 53 flying
pic: 11 state: 3000 wait: 01 next: 54 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 41 hit_a: 14 hit_d: 3 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 54 flying
pic: 10 state: 3000 wait: 01 next: 55 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 42 hit_a: 14 hit_d: 4 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40 effect: 2
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 55 flying
pic: 9 state: 3000 wait: 01 next: 50 dvx: 0 dvy: 0 dvz: 0 centerx: 31 centery: 41 hit_a: 14 hit_d: 5 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 16 fall: 60 vrest: 10 bdefend: 16 injury: 45 effect: 2
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 60 disappearing2
sound: data\020.wav
pic: 13 state: 3004 wait: 1 next: 61 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 61 disappearing2
pic: 14 state: 3004 wait: 1 next: 62 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 62 disappearing2
pic: 15 state: 3004 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 100 start
pic: 7 state: 3005 wait: 1 next: 101 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 101 start
pic: 7 state: 3005 wait: 1 next: 102 dvx: 0 dvy: 0 dvz: 0 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 13
<frame_end>
<frame> 102 start
pic: 7 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
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Can anyone help?
RE: Burning frozen in the air? - mfc - 09-15-2011
Turn the fall values of all fire itr's into 999. It will solve the problem...
RE: Burning frozen in the air? - Zabobula - 09-16-2011
Or rather make the fall values 70 since thats the maximum amount of points for a character to fall.
RE: Burning frozen in the air? - mfc - 09-16-2011
Yea but it doesn't disturb the gameplay to make it 999 but maybe in the next times if he tries to give negative itr's to another char, it wouldn't create a new problem tho... But right now it doesn matter 70 or 9999 for fall values...
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