02-06-2009, 03:58 PM
Is it possible that my character won't change his move but his attack will power up...(The solution can't be create another new charac and use 80XX)...
Attack up?
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02-06-2009, 03:58 PM
Is it possible that my character won't change his move but his attack will power up...(The solution can't be create another new charac and use 80XX)...
02-06-2009, 04:45 PM
(02-06-2009, 03:58 PM)THE tricker of 蒼 Wrote: Is it possible that my character won't change his move but his attack will power up...(The solution can't be create another new charac and use 80XX)...there is another way. copy and paste ur char's datas and change their attack damages and frames number. but u could ask dubbleD he've did this once on Davis.
02-06-2009, 05:19 PM
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~ "Freeze, you're under vrest!" - Mark, probably. » Gallery | » Sprites | » DeviantArt
clicky
this is easier than the charging up with input holding thing. basically the idea is, normally when u press AAA, you throw normal blue cards, but when u do the power up move, the next 5 normal A-s you press would be gold cards. use itr kind 8 to stick a type 3 object under ur character, and make sure its area is quite small (to reduce chances of interference with other duplicate chars on the battlefield. your character must have a bdy at a set level (let's call this Bdy P) where this itr is in every frame. make sure this Bdy P's x +/- w: is enclosing your centerx by 2 pixels each side, and make the y: value something like 5000 with h: 100. next, you want to have your same move but stronger damage, so in the initial frames where your attack starts up, edit Bdy P so that the y: value is 5200, and keep all other tags the same. then the type 3 object we will duplicate its itr kind 8 (which is in Bdy P's area) and make another one at Bdy Q's area (so u have 2 itr kind 8s in each frame). the dvx: in the itr kind 8 in Q's area will lead to a frame with no itr kind 8, wait: 0, and next: to a frame where u opoint your original character with in a frame with a bdy at Bdy Q's area. this means you get a duplicate of your char for wait: 1 (coz u want to delete it straightaway, but then u have to delete the duplicate straightaway. here's an example frame for the duplicate char. Code: <frame> 398 dummy oh btw, whenever u do any opoints for the type 3 or the duplicate char's bdy, make sure its x y coordinates are the same as the centerx/centery coordinates of the opointer. now go back to your char's move frames (the one u want to have more damage with). over here put an itr kind 8 where the Bdy Q is. the dvx: for this itr kind 8 is the new move you want to make with more damage. back to the type 3 object, you can specify whether u want it to be deleted or not (i used a hit_a: hit_d: timer to make it delete itself in the opointing frames when it goes there 5 times). just so u know, my char's bdy P and stuff are huge coz i was kinda "taking the safe way out", but i'd get bugs easier (coz two Azriels will interfere with the powerup things). Azriel~ Thanks given by: Bamboori
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