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teleport to a ball
#1
i want to do some kind of skill to Earth that he get into the ground and than get out of the ground behind the enemy, but not just teleport i want to make it visible to where he goes
like firen fire run that he make road of fire behind him so when Earth get into the ground and follow the enemy u can see only a roud of rocks on the ground

so i kinda though about how to make it and i thought on making some kind of following ball like julian skulls and ill make it look like rocks on the ground
but now i need somehow to make it when it get to an enemy instead of hurting them it will teleport earth to them
[Image: p45mycA.png]
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#2
I wouldn't teleport Earth at all and instead move him along the whole time.
Have a look at Alblakas elemental Ninjas (Ninja Tales I think).
The blue one can turn into a chase blast.
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Thanks given by: Ariel
#3
Just add catch point in the frames in the teleport frames to a special frame with wait: 0 and next: -??? , next ??? will be a standing frame. Also give the teleport frames very high dvx values and catch frame having next as negative frame number.
As for the rocks you can make it with state used for ball_hit(forgotten the state :p ) and then disappearing it after maybe 5 secs ( rocks coming out and then disappear)
...............
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Thanks given by: Ariel
#4
thanks guys it gots quit complicated to me but finally i did something simillar to what i wanted (not sameas i wanted.. i did some simple tele with few things i added to it)

anyway i got some bug on the item i did for earth its type 2 like stone and box
but problem is i cant take it with any char :\ when i click attack i just attack it until it disappear another thing is its not broke like other items it just disappear when HP 0
and 1 last thing about that item is how do i make it not falling from the sky? i want to make it only appear when earth use his skill

    DC-Code:
<bmp_begin>
file(0-99): sprite\earth\earth_weapon.bmp  w: 79  h: 79  row: 10  col: 7
weapon_hp: 800
weapon_drop_hurt: 200
weapon_hit_sound: data\010.wav
weapon_drop_sound: data\010.wav
weapon_broken_sound: data\021.wav
<bmp_end>
 
<frame> 0 in_the_sky
   pic: 5  state: 2000  wait: 3  next: 1  dvx: 0  dvy: 0  centerx: 39  centery: 79
   itr:
      kind: 0  x: 6  y: 9  w: 44  h: 46  dvx: 5  dvy: -7  fall: 70  vrest: 17  bdefend: 30  injury: 60  
   itr_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 1 in_the_sky
   pic: 4  state: 2000  wait: 2  next: 2  dvx: 0  dvy: 0  centerx: 39  centery: 79
   itr:
      kind: 0  x: 6  y: 9  w: 44  h: 46  dvx: 5  dvy: -7  fall: 70  vrest: 17  bdefend: 30  injury: 60  
   itr_end:
   bdy:
      kind: 0  x: 6  y: 9  w: 44  h: 46
   bdy_end:
<frame_end>
 
<frame> 2 in_the_sky
   pic: 3  state: 2000  wait: 3  next: 3  dvx: 0  dvy: 0  centerx: 39  centery: 79
   itr:
      kind: 0  x: 6  y: 9  w: 44  h: 46  dvx: 5  dvy: -7  fall: 70  vrest: 17  bdefend: 30  injury: 60
   itr_end:
   bdy:
      kind: 0  x: 6  y: 9  w: 44  h: 46
   bdy_end:
<frame_end>
 
<frame> 3 in_the_sky
   pic: 2  state: 2000  wait: 2  next: 4  dvx: 0  dvy: 0  centerx: 39  centery: 79
   itr:
      kind: 0  x: 6  y: 9  w: 44  h: 46  dvx: 5  dvy: -7  fall: 70  vrest: 17  bdefend: 30  injury: 60
   itr_end:
   bdy:
      kind: 0  x: 6  y: 9  w: 44  h: 46
   bdy_end:
<frame_end>
 
<frame> 4 in_the_sky
   pic: 1  state: 2000  wait: 3  next: 5  dvx: 0  dvy: 0  centerx: 39  centery: 79
   itr:
      kind: 0  x: 6  y: 9  w: 44  h: 46  dvx: 5  dvy: -7  fall: 70  vrest: 17  bdefend: 30  injury: 60
   itr_end:
   bdy:
      kind: 0  x: 6  y: 9  w: 44  h: 46
   bdy_end:
<frame_end>
 
<frame> 5 in_the_sky
   pic: 0  state: 2000  wait: 2  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79
   itr:
      kind: 0  x: 6  y: 9  w: 44  h: 46  dvx: 5  dvy: -7  fall: 70  vrest: 17  bdefend: 30  injury: 60
   itr_end:
   bdy:
      kind: 0  x: 6  y: 9  w: 44  h: 46
   bdy_end:
<frame_end>
 
<frame> 10 on_hand
   pic: 0  state: 2001  wait: 0  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79
   wpoint:
      kind: 2  x: 42  y: 79  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0 
   wpoint_end:
<frame_end>
 
<frame> 20 on_ground
   pic: 0  state: 2004  wait: 0  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79
   itr:
      kind: 14  x: 21  y: 37  w: 16  h: 18   vrest: 1
   itr_end:
 
   bdy:
      kind: 0  x: 11  y: 15  w: 36  h: 40
   bdy_end:
<frame_end>
 
<frame> 21 just_on_ground
   pic: 2  state: 2000  wait: 1  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79
   itr:
      kind: 0  x: 6  y: 9  w: 44  h: 46  dvx: 5  dvy: -7  fall: 70  vrest: 17  bdefend: 30  injury: 60
   itr_end:
<frame_end>
 
<frame> 399 dummy
   pic: 0  state: 0  wait: 2  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79
   bdy:
      kind: 0  x: 1  y: 19  w: 46  h: 15
   bdy_end:
<frame_end>
[Image: p45mycA.png]
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#5
Set proper bdy in frame 20. (y: 39)
(06-15-2013, 04:04 PM)DesignHeaven Wrote:  and 1 last thing about that item is how do i make it not falling from the sky? i want to make it only appear when earth use his skill
Give a weapon id number different than 100-199
Broken animation: http://www.lf-empire.de/forum/showthread...#pid173283

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Thanks given by: YinYin , Ariel
#6
(06-15-2013, 04:04 PM)DesignHeaven Wrote:  but problem is i cant take it with any char :\ when i click attack i just attack it until it disappear
It should be pickable in frame 20 (on ground, state 2004). Maybe you are spawning it in a weird way? Do you drop it above ground and let it fall (also can you pick boulder/crate if you create them with this opoint?)?
(06-15-2013, 04:04 PM)DesignHeaven Wrote:  another thing is its not broke like other items it just disappear when HP 0
Breaking animations are predefined by the exe. If you want to create a custom one you need to make a new object that will be spawned and held by the weapon upon its creation (opoint kind 2 and then wpoints). Once the holding weapon disappears the held object will go to frame 0, which would be the start of your custom breaking animation.
(06-15-2013, 04:04 PM)DesignHeaven Wrote:  and 1 last thing about that item is how do i make it not falling from the sky? i want to make it only appear when earth use his skill
It needs to have an id outside the weapon drop range of 100-199. Like Freeze' ice sword.
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Thanks given by: Ariel , Deep
#7
(06-15-2013, 04:50 PM)YinYin Wrote:  Breaking animations are predefined by the exe. If you want to create a custom one you need to make a new object that will be spawned and held by the weapon upon its creation (opoint kind 2 and then wpoints). Once the holding weapon disappears the held object will go to frame 0, which would be the start of your custom breaking animation.
what if i want it to have already existing broken effect like the normal stone broke effect , how do i add it?
[Image: p45mycA.png]
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#8
You can give your weapon id of stone, but then it will be dropping from sky.
Try to copy original broken animation by dc.

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#9
You can make an object with weapon_hp: 0 transform into the stone just above ground (state: 8150). It will drop invisibly and break.
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Thanks given by: Ariel , The Hari




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