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[solved] ItrKind8
#1
I want to make one of my characters taunt when they stand for a while. I checked the 'Raymon' example on LFE.
My problem is why doesn't the itrkind8 hit?
Here's the codes:
Character:
Code:
<frame> 0 standing pic: 0 state: 0 wait: 5 next: 1 dvx: 0 dvy: 0 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 hit_Da: 240 bdy: kind: 0 x: 54 y: 79 w: 33 h: 80 bdy_end: <frame_end> <frame> 1 standing pic: 1 state: 0 wait: 5 next: 2 dvx: 0 dvy: 0 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 hit_Da: 240 bdy: kind: 0 x: 54 y: 79 w: 33 h: 80 bdy_end: opoint: kind: 1 x: 72 y: 159 action: 200 dvx: 0 dvy: 0 oid: 208 facing: 0 opoint_end: <frame_end> <frame> 2 standing pic: 2 state: 0 wait: 5 next: 3 dvx: 0 dvy: 0 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 hit_Da: 240 bdy: kind: 0 x: 54 y: 79 w: 33 h: 80 bdy_end: bdy: kind: 0 x: 35 y: 1079 w: 10 h: 10 bdy_end: itr: kind: 8 x: 72 y: 2543 w: 5 h: 5 dvx: 240 injury: 0 itr_end: <frame_end> <frame> 3 standing pic: 0 state: 0 wait: 5 next: 4 dvx: 0 dvy: 0 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 hit_Da: 240 bdy: kind: 0 x: 54 y: 79 w: 33 h: 80 bdy_end: bdy: kind: 0 x: 35 y: 1079 w: 10 h: 10 bdy_end: itr: kind: 8 x: 72 y: 2543 w: 5 h: 5 dvx: 240 injury: 0 itr_end: <frame_end> <frame> 4 standing pic: 1 state: 0 wait: 5 next: 2 dvx: 0 dvy: 0 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 hit_Da: 240 bdy: kind: 0 x: 54 y: 79 w: 33 h: 80 bdy_end: bdy: kind: 0 x: 35 y: 1079 w: 10 h: 10 bdy_end: itr: kind: 8 x: 72 y: 2543 w: 5 h: 5 dvx: 240 injury: 0 itr_end: <frame_end> <frame> 398 Ray Ball pic: 1 state: 0 wait: 5 next: 2 dvx: 0 dvy: 0 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 hit_Da: 240 bdy: kind: 0 x: 72 y: 2543 w: 5 h: 5 bdy_end: <frame_end>
Ball:
Code:
<frame> 200 Ball pic: 999 state: 3000 wait: 30 next: 201 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 201 Ball pic: 999 state: 3000 wait: 1 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 8 x: 35 y: 1079 w: 10 h: 10 dvx: 202 injury: 0 itr_end: <frame_end> <frame> 202 Ball pic: 999 state: 3000 wait: 30 next: 203 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 203 Ball pic: 999 state: 3000 wait: 2 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 5 facing: 0 opoint_end: <frame_end>

I really don't understand how the ball doesn't hit. Can someone explain.
[Image: variaboss.png]
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#2
Make same y: in ball and in character, lets see what will happen.
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#3
Still doesn't work.
[Image: variaboss.png]
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#4
why not just make like 20 frames for standing?
Like 12 for standing then 8 for taunt or something.
(I don't know about itr kind 8) so that's the only way I can solve your problem.
(does the taunt have any special features (DBZ - drops enemies ki bar - Smash Bros. - just for fun)
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#5
centery: 159 <> centery: 0

make these match
or adjust the y of either bdy or itr
or adjust the y of the opoint
or simply make either bdy or itr bigger

if it really is neither of those then your x values are wrong too

in any way if it doesn't work either one of the two frames isn't present when the other one is (check this by giving them specific images you cannot miss)
or the areas don't line up
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#6
Yeah it worked YinYin, Thanks. I changed everything to x:72 y:159

(08-30-2011, 07:06 PM)bashscrazy Wrote:  why not just make like 20 frames for standing?
Like 12 for standing then 8 for taunt or something.
(I don't know about itr kind 8) so that's the only way I can solve your problem.
(does the taunt have any special features (DBZ - drops enemies ki bar - Smash Bros. - just for fun)
You read my mind.
I'm doing this One Piece game, and I haven't got a method of charging mp, I was playing Dbz and saw them taunt. Them BAM! The idea hit me, taunt to gain mp.
[Image: 2cfcwv4.gif]
I think it's pretty cool.

Btw, he moves down a little. Do I have to move the itrkind8 up in order to get it to function better?

[Image: variaboss.png]
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#7
(08-30-2011, 09:23 PM)Madara Uchiha Wrote:  Btw, he moves down a little. Do I have to move the itrkind8 up in order to get it to function better?

yes
hit_j: 49
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#8
Which frame do I add that to? I just experimented with it a little, and it still doesn't seem to work.
Here's the ball frame:
Code:
<frame> 4 Aokiji pic: 999 state: 3005 wait: 40 next: 5 dvx: 550 dvy: 550 dvz: 550 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 5 Aokiji pic: 999 state: 3005 wait: 1 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 8 x: 35 y: 1079 w: 10 h: 10 dvx: 6 injury: 0 itr_end: <frame_end> <frame> 6 Aokiji pic: 999 state: 3005 wait: 0 next: 7 dvx: 550 dvy: 550 dvz: 550 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 7 Aokiji pic: 999 state: 3005 wait: 1 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 72 centery: 159 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 72 y: 159 action: 398 dvx: 0 dvy: 0 oid: 8 facing: 0 opoint_end: <frame_end>

If I remember correctly, the lower the Hit_j: the more it moves up right?
[Image: variaboss.png]
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#9
so somewhere before frame 7 you need to move up 1 px
hit_j: 49

try it in frame 6
if it doesn't work try using wait 1 instead of 0 or using it in a frame behind a next instead of the previous itr kind 8

edit: yes
hit_j: 50 or 0 doesn't move at all
49 moves 1 px up per frame
51 moves 1 px down per frame
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#10
Thanks, I perfected it. It was hit_j: 47
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