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balls and special moves - Printable Version

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balls and special moves - Rhino.Freak - 02-13-2012

I have read a lot of tutorials but i just dont get how the balls/attacks system work.. please someone explain it to me.. And I really need help to understand the clashing of two SPECIFIC balls that do something SPECIFIC when they touch each other.. please tell me how to do it..


RE: balls and special moves - Madara Uchiha - 02-13-2012

Firstly:
http://www.lf-empire.de/en/lf2-empire/data-changing/types/170-type-3-attacks
Explain what you don't understand specifically.
Ball states food chain:
3005 (the very very strongest :b)
3006 (the second strongest)
3000 (the weakest)

If the same state ball goes against each other they draw, unless you change it in frame 10,20 and 30.


RE: balls and special moves - Rhino.Freak - 02-13-2012

(02-13-2012, 09:06 AM)Madara Uchiha Wrote:  Firstly:
http://www.lf-empire.de/en/lf2-empire/data-changing/types/170-type-3-attacks
Explain what you don't understand specifically.
Ball states food chain:
3005 (the very very strongest :b)
3006 (the second strongest)
3000 (the weakest)

If the same state ball goes against each other they draw, unless you change it in frame 10,20 and 30.

thanx for the state chain.. it was new.. :) and i have read that tutorial a lot of times but still things arnt clear to me..




RE: balls and special moves - Gad - 02-13-2012

The way is simple:
1. You create the ball and save it as .dat (or you copy already existing and then edit it)
2. You load the file in data.txt and set its ID
3. You oppoint the ball in frame of a character (can't be first frame after hit_xx)

What things aren't clear to you? Say where does the problem lay, what don't u understand exactly.

The whole problem is to get the idea, how to make them do something specific after something specific.

The easiest way is to do something like this:
1. Give these balls bdy at (for example) y: 1000 (x, w, h same as normal) and itr kind 9 (its able to rebound other balls, right?) with exactly same coords
2. Delete first bdy, so ball can not be rebounded normally (but still can be rebounded in air at y: 1000)
3. Set what happens on rebound.

This will allow you to make specific action for colliding of 2 balls, but they will not be able to be rebounded by a player.
That is the easiest way probably?


RE: balls and special moves - Madara Uchiha - 02-13-2012

Ok clashing of balls. In short it's normally what I described in the food chain but this could be edited depending on the mod - not the original LF2 basically.
For instance, a state 3005 ball can be defeated by a state 3006 if you alter the frame where it gets hit. i.e I make the ball that is state 3006, in frames 10 and 20, have it go back to the state 3006 ball flying around. The state 3005 ball instead instantly gets destroyed when it's sent to frame 10 or 20 by next 1000 or state 9997 - not to sure on the state thing.

Basically: ball frames:
10 = when it hits the character or heavy weapon
20 = hit's another attack
30 = it get's rebounded when hit.



RE: balls and special moves - Rhino.Freak - 02-13-2012

(02-13-2012, 09:25 AM)Gad Wrote:  The way is simple:
1. You create the ball and save it as .dat (or you copy already existing and then edit it)
2. You load the file in data.txt and set its ID
3. You oppoint the ball in frame of a character (can't be first frame after hit_xx)

What things aren't clear to you? Say where does the problem lay, what don't u understand exactly.

i mean its hitting ground, i want to make an aerial attack that hits ground and when the ball is thrown how can we control it by pressing some buttons?


RE: balls and special moves - Gad - 02-13-2012

To make ball dependent of gravity use hit_Fa: 7 (just add it at the end of first line in each frame) (but before frame with hit_Fa: 7 has to be frame with hit_Fa: 3)and add frame 60, that is induced when ball hits the ground.
Hit_Fa: 7 is for chasing ones, but you can always set dvz for 550 and it will be more static ;d.


The only known way to control ball for me:
1. Give ball bdy at (for example) y: 1000 And delete 'normal' body.
2. Make character able to hit that bdy, whenever you like this effect to be done (for example punching) - add itr (y:1000 x: -5000 h: 200 w: 10000 zwidth: 500, so it can hit the zone with a ball)
3. Make an effect on rebounding frames (starts at 30)

In the end - ball is not able to be rebounded normally, but when you activate it with your character it goes to rebounding frames and does something.


RE: balls and special moves - nbaheen - 02-13-2012

you mean like henry's arrow storm (or what ever it is called)


RE: balls and special moves - Gad - 02-13-2012

Arrow storm is the other thing - these are not balls, but weapons, there is a minor difference in working.


RE: balls and special moves - Rhino.Freak - 02-13-2012

oh.. well i'll try it, looks complicated to me though (im new)