Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move After Death on Stage Mode
#1
I noticed only recently that "Move After Death" will not work on Stage Mode since chars disappear when already dead.

Is there a way to make it work? Or is it possible to make certain id's not to disappear when already dead? I'm not sure if there's a dc way though... :confused:

Pls. help, thanks! ;)
[Image: azazel.gif]
Reply
Thanks given by:
#2
oh yes, remember Kingdom LF2? The Knight you kill before you can free bat dont disappear - the secret, well, you know that with state 14 the frames will be repeated with wait: 0 and opoint work - doesnt matter if the char disappear or not. What I did? A object stay with this fighter in stage and so it's right in place when the fighter die. Then you need to find out which lying-position it has - there're four possibilities. I created a system where the a itr/kin 8 is on the right half of the char and since this object dont turn around it's always the right side and you can already detect to which site the char fell down - right or left, then for the position, if he fell on back or on stomach - make it with two different objects activated from the two different lying.-frames.

Actually I'm not happy with this explanation - but it's possible.
Best would be if you download kingdom lf2 and have a look at it and then ask questions :p
[Image: random.php?pic=random]
www.lf-empire.de
Once I had a fortune, it said: "Leave now. Life is short. Time is luck"
Don't dream your life, live your dream!
Reply
Thanks given by:
#3
First, sorry for the very late reply. I left LF2 during this time. :D

I analyzed how you made it in Kingdom LF2 and noticed that you used criminal.dat to do that.

Now, what I'm about to do is to retain the move after death in VS Mode and then add this system for Stage Mode. I just hope that it would be successful, though... :thinking:

And also, one problem would be is using ratio and times for the char with move after death at stage mode... Not all will proceed with the move after death. :s Though I might use it only for my 3 bosses without ratio and times to avoid the problem (I have 1 soldier with that move, but I'll just disable it then). :)

Reply if there's something you can add... Thanks! ;)

And you can move this to Data Changing Section...:D

EDIT:
I WASN'T SUCCESSFUL AS OF THE MOMENT... :thinking:

HERE'S THE DETAILS:
1. I copied Kingdom LF2's boss knight, removed all the unnecessary codes:
stage.dat
Code:
        id:  37  x: 1000  act: 310  hp: 50      #boss-knight
        id: 300  x:  300  act: 102            #boss-savedead

criminal.dat
    DC-Code:
<bmp_begin>
file(0-3): sprite\sys\knight_dead.bmp      w: 109  h: 60  row:  2  col: 2
<bmp_end>
 
 
<frame> 102 knight-savelife (stage1-2)                                                                                                    
   pic: 1000  state: 3005  wait: 1  next: 102
   itr:
      kind: 8  x: -5000  y: 14000  w: 10000  h: 500  dvx: 103  injury: 0  zwidth: 500
   itr_end:
<frame_end>
<frame> 103 knight-savelife (stage1-2)                                                                                                    
   pic: 1000  state: 3005  wait: 1  next: 102
   itr:
      kind: 8  x: -40  y: 15000  w: 10  h: 100  dvx: 110  injury: 0
   itr_end:
   itr:
      kind: 8  x:  30  y: 15000  w: 10  h: 100  dvx: 117  injury: 0
   itr_end:
   itr:
      kind: 8  x: -40  y: 15500  w: 10  h: 100  dvx: 124  injury: 0
   itr_end:
   itr:
      kind: 8  x:  30  y: 15500  w: 10  h: 100  dvx: 131  injury: 0
   itr_end:
<frame_end>
 
<frame> 104 knight-savecrim (stage1-2)
   pic: 1000  state: 3005  wait: 0  next: 133
<frame_end>
 
<frame> 110 knight-keyguard (stage1-2)
   pic: 3  state: 3005  wait: 30  next: 111  centerx: 56  centery: 53
<frame_end>
<frame> 111 knight-keyguard (stage1-2)
   pic: 3  state: 3005  wait: 1  next: 112  centerx: 56  centery: 53
   opoint: 
      kind: 1  x: 55  y: 53  action: 313  dvx: 0  dvy: 0  oid: 37  facing: 0
   opoint_end:
<frame_end>
<frame> 112 knight-keyguard (stage1-2)
   pic: 3  state: 3005  wait: 1  next: 113  centerx: 56  centery: 53
<frame_end>
<frame> 113 knight-keyguard (stage1-2)
   pic: 3  state: 3005  wait: 1  next: 113  centerx: 56  centery: 53
<frame_end>
<frame> 114 knight-keyguard (stage1-2)
   pic: 3  state: 3005  wait: 1  next: 115  centerx: 56  centery: 53
<frame_end>
<frame> 115 knight-keyguard (stage1-2)
   pic: 3  state: 3005  wait: 1  next: 116  centerx: 56  centery: 53
<frame_end>
<frame> 116 knight-keyguard (stage1-2)
   pic: 3  state: 3005  wait: 1  next: 116  centerx: 56  centery: 53
<frame_end>
 
 
<frame> 117 knight-keyguard (stage1-2)
   pic: 1  state: 3005  wait: 30  next: 118  centerx: 53  centery: 53
<frame_end>
<frame> 118 knight-keyguard (stage1-2)
   pic: 1  state: 3005  wait: 1  next: 119  centerx: 53  centery: 53
   opoint: 
      kind: 1  x: 55  y: 53  action: 313  dvx: 0  dvy: 0  oid: 37  facing: 0
   opoint_end:
<frame_end>
<frame> 119 knight-keyguard (stage1-2)
   pic: 1  state: 3005  wait: 1  next: 120  centerx: 53  centery: 53
<frame_end>
<frame> 120 knight-keyguard (stage1-2)
   pic: 1  state: 3005  wait: 1  next: 120  centerx: 53  centery: 53
<frame_end>
<frame> 121 knight-keyguard (stage1-2)
   pic: 1  state: 3005  wait: 1  next: 122  centerx: 53  centery: 53
<frame_end>
<frame> 122 knight-keyguard (stage1-2)
   pic: 1  state: 3005  wait: 1  next: 123  centerx: 53  centery: 53
<frame_end>
<frame> 123 knight-keyguard (stage1-2)
   pic: 1  state: 3005  wait: 1  next: 123  centerx: 53  centery: 53
<frame_end>
 
 
<frame> 124 knight-keyguard (stage1-2)
   pic: 2  state: 3005  wait: 30  next: 125  centerx: 70  centery: 53
<frame_end>
<frame> 125 knight-keyguard (stage1-2)
   pic: 2  state: 3005  wait: 1  next: 126  centerx: 70  centery: 53
   opoint: 
      kind: 1  x: 55  y: 53  action: 313  dvx: 0  dvy: 0  oid: 37  facing: 0
   opoint_end:
<frame_end>
<frame> 126 knight-keyguard (stage1-2)
   pic: 2  state: 3005  wait: 1  next: 127  centerx: 70  centery: 53
<frame_end>
<frame> 127 knight-keyguard (stage1-2)
   pic: 2  state: 3005  wait: 1  next: 127  centerx: 70  centery: 53
<frame_end>
<frame> 128 knight-keyguard (stage1-2)
   pic: 2  state: 3005  wait: 1  next: 129  centerx: 70  centery: 53
<frame_end>
<frame> 129 knight-keyguard (stage1-2)
   pic: 2  state: 3005  wait: 1  next: 130  centerx: 70  centery: 53
<frame_end>
<frame> 130 knight-keyguard (stage1-2)
   pic: 2  state: 3005  wait: 1  next: 130  centerx: 70  centery: 53
<frame_end>
 
 
<frame> 131 knight-keyguard (stage1-2)
   pic: 0  state: 3005  wait: 30  next: 132  centerx: 39  centery: 53
<frame_end>
<frame> 132 knight-keyguard (stage1-2)
   pic: 0  state: 3005  wait: 1  next: 133  centerx: 39  centery: 53
   opoint: 
      kind: 1  x: 55  y: 53  action: 313  dvx: 0  dvy: 0  oid: 37  facing: 0
   opoint_end:
<frame_end>
<frame> 133 knight-keyguard (stage1-2)
   pic: 0  state: 3005  wait: 1  next: 134  centerx: 39  centery: 53
<frame_end>
<frame> 134 knight-keyguard (stage1-2)
   pic: 0  state: 3005  wait: 1  next: 134  centerx: 39  centery: 53
<frame_end>
<frame> 135 knight-keyguard (stage1-2)
   pic: 0  state: 3005  wait: 1  next: 136  centerx: 39  centery: 53
<frame_end>
<frame> 136 knight-keyguard (stage1-2)
   pic: 0  state: 3005  wait: 1  next: 137  centerx: 39  centery: 53
<frame_end>
<frame> 137 knight-keyguard (stage1-2)
   pic: 0  state: 3005  wait: 1  next: 137  centerx: 39  centery: 53
<frame_end>
 
<frame> 138 knight-savecrim (stage1-2)
   pic: 1000  state: 3005  wait: 20  next: 139
   itr:
     kind: 8  x: -5000  y: 19000  w: 10000  h: 500  zwidth: 500  dvx: 399  injury: 0
   itr_end:
<frame_end>
<frame> 139 knight-savecrim (stage1-2)
   pic: 1000  state: 3005  wait: 0  next: 1000
   opoint: 
      kind: 1  x: 0  y: 0  action: 104  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 399 delete
   pic: 1000  state: 3005  wait: 0  next: 1000
<frame_end>


knight.dat
    DC-Code:
<frame> 310 boss-transform (stage 1-2)
   pic: 1000  state: 8037  wait: 1  next: 999  dvx: 0  centerx: 39  centery: 99
   bdy:
      kind: 0  x: 0  y: 14000  w: 80  h: 500
   bdy_end:
<frame_end>
 
 
<frame> 311 knight-dead
   pic: 1000  state: 3005  wait: 1  next: 1000
   bdy:
      kind: 0  x: 30  y: 15000  w: 10  h: 100
   bdy_end:
<frame_end>
<frame> 312 knight-dead
   pic: 1000  state: 3005  wait: 1  next: 1000
   bdy:
      kind: 0  x: 30  y: 15500  w: 10  h: 100
   bdy_end:
<frame_end>
 
<frame> 313 knight-savecrim (stage1-2)
   pic: 1000  state: 3005  wait: 10  next: 1000
   bdy:
     kind: 0  x: -5000  y: 19000  w: 10000  h: 500
   bdy_end:
<frame_end>
 
<frame> 399 delete
   pic: 1000  state: 3005  wait: 0  next: 1000
<frame_end>


2. I tried it and it worked fine.
3. I copied the necessary codes above to my character and changed the necessary id's and act's...
4. It wasn't successful.

Pls. help, thanks! ;)

[Image: azazel.gif]
Reply
Thanks given by:
#4
for a quick look - i think you missed that i changed the lying frames of knight-dat - the itrk8 from criminal.dat has to have a bdy where it can go to...

if this dont help I`ve to take a closer look :p
[Image: random.php?pic=random]
www.lf-empire.de
Once I had a fortune, it said: "Leave now. Life is short. Time is luck"
Don't dream your life, live your dream!
Reply
Thanks given by:
#5
Thanks for the reply... ;)

I'm messing up with my data since I wanted to retain the move after death in VS Mode and then add this system for Stage Mode...

Is it possible? Thinking

And also, when I add your system, and you played the character in VS Mode, it does not show the statistics screen in the end of the fight. So it's really meant for stage mode...

I might as well make 2 chars for each character, one for VS Mode and another for Stage Mode... Thinking

EDIT:
And also, you cannot add 2 chars with that system in one phase... I need at least 3 and it does not work... :s
[Image: azazel.gif]
Reply
Thanks given by:
#6
ok i really need some details on what you want to do as "move after death" and on how many different chars, msimply cause I cant imagine your plan and so I cant find a solution.

First: VS and Stage are so totally different. In VS you have to implement the move after death in the char itsself since you cant activate the object through stage.dat - so you must decide if this move you want is specific for the char or an addition for this char just in stage mode.

So please tell me more infos!
[Image: random.php?pic=random]
www.lf-empire.de
Once I had a fortune, it said: "Leave now. Life is short. Time is luck"
Don't dream your life, live your dream!
Reply
Thanks given by: RUDOLF27
#7
Thanks for the reply!!! ;)
Here's my list of concerns & solved ideas:

1. In Kingdom LF2, Knight cannot be played in VS Mode since it does not show end statistics when it dies... Just press F4...
> I just made 2 separate data files for each character, one for stage mode, another for VS mode...
Code:
id: 57  type: 0  file: data\cyberdem2.dat #stage mode only (not yet)
id: 56  type: 0  file: data\paelem2.dat #stage mode only
id: 59  type: 0  file: data\mancubus2.dat #stage mode only
id: 57  type: 0  file: data\cyberdem.dat
id: 56  type: 0  file: data\paelem.dat
id: 59  type: 0  file: data\mancubus.dat

2. In Kingdom LF2, you cannot have 2 characters with move after death in one phase... (I wanted 3 characters to work...)
> I have no solution for this one...
Code:
<phase> bound: 900
id:  56  x: 1000  hp: 100 <boss>   #Paelem
id: 302  x: 300  act: 102             #Paelem_dead
id:  59  x: 1000  hp: 100 <boss>   #Mancubus
id: 301  x: 300  act: 102             #Mancubus_dead
<phase_end>

Code:
id: 301  type: 5  file: data\doom_death.dat
id: 302  type: 5  file: data\doom_death2.dat

This will not work... I'm just wondering, it's almost always Mancubus that will have move after death and I don't know why... And there are lot of times that Mancubus uses Paelem's move after death...

3. In Kingdom LF2, Boss knight always stays when it dies.
> My characters does not always stay... (Mancubus almost always work, though...)
(it works at random esp. Paelem...)

I uploaded the datas, hopefully you can see what I might have missed...

Thanks! ;)

EDIT:
I also uploaded the sprites if ever you wanted to test it too... Thanks! ;)


Attached Files
.zip   doom_death.zip (Size: 51.87 KB / Downloads: 119)
.zip   doom_sprites.zip (Size: 655.99 KB / Downloads: 132)
[Image: azazel.gif]
Reply
Thanks given by:




Users browsing this thread: 1 Guest(s)