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Special event after stage end
#1
2.0 
I was trying to make a special event in the stage or something
so after the stage ended
I summon an enemy
but the enemy ends up keep running to the GO-> direction....
I have tried the stage lock and put it in the stage data.
It work but it wouldn't be a special event anymore
cause what I want was to after the stage ended the player get to choose go to the next stage or stay
if the player stay in the stage for a certain amount of time the special event will pop up.

Here is the data:
Code:
stage.dat
        <phase> bound: 785
            id: 30  x: 750  act: 254  #Bandit_summon the fake character
            id: 30  x: 300  act: 252 # Bandit_summon speech
            id: 30  x: 2000 act: 256 hp: 0 #Bandit lock the stage
        <phase_end>

        <phase> bound: 786 This is where the special event comes out
            id: 30  x: 300  act: 257 # Bandit_summon speech
            id: 30  x: 300  act: 259 ratio: 2.0  #Bandit_summon the enemy
        <phase_end>
<stage_end>

id: 30 type: 0 bandit.dat
<frame> 252 message appear 1-1.3
  pic: 999  state: 10  wait: 0  next: 253
<frame_end>

<frame> 253 message appear 1-1.3
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 28  dvx: 0  dvy: 0  oid: 996  facing: 0
   opoint_end:
<frame_end>

<frame> 254 Evil appear
  pic: 999  state: 10  wait: 0  next: 255
<frame_end>

<frame> 255 Evil appear
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 133  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 256 1-1.3 stop
  pic: 999  state: 10  wait: 150  next: 1000
<frame_end>

<frame> 257 message appear 1-1.?
  pic: 999  state: 10  wait: 0  next: 258
<frame_end>

<frame> 258 message appear 1-1.?
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 29  dvx: 0  dvy: 0  oid: 996  facing: 0
   opoint_end:
<frame_end>

<frame> 259 template level A appear
  pic: 999  state: 10  wait: 0  next: 260
<frame_end>

<frame> 260 template level A appear
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 145  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 261 1-1.? template level A appear stop
  pic: 999  state: 10  wait: 1800  next: 1000
<frame_end>

id: 997 type: 3 stagemisc.dat *This is a bit messy 8P
----------------------------------------------------------------
Stage_1-1.3

* So this is where the stage starts before the special event
*A Fake character walks in
<frame> 127 Evil_walk near
   pic: 10  state: 15  wait: 3  next: 128  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 128 Evil_walk near
   pic: 11  state: 15  wait: 3  next: 129  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 129 Evil_walk near
   pic: 12  state: 15  wait: 3  next: 130  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 130 Evil_walk near
   pic: 11  state: 15  wait: 3  next: 131  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

*Leads to frame 132
<frame> 131 Evil_walk near
   pic: 10  state: 15  wait: 3  next: 127  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 40  hit_d: 132  hit_j: 0
<frame_end>

<frame> 132 Evil_standing
   pic: 7  state: 15  wait: 80  next: 176  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

*And summon itself in act 177 so the hit_a & hit_j thingy could work again
<frame> 176 Evil_standing
   pic: 7  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 177  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 133 Evil_appear
   pic: 999  state: 3005  wait: 20  next: 127  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 10
<frame_end>

<frame> 177 Evil_walk away
   pic: 9  state: 15  wait: 0  next: -178  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 178 Evil_walk away
   pic: 9  state: 15  wait: 3  next: 179  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 179 Evil_walk away
   pic: 10  state: 15  wait: 3  next: 180  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 180 Evil_walk away
   pic: 11  state: 15  wait: 3  next: 181  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 181 Evil_walk away
   pic: 12  state: 15  wait: 3  next: 182  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 182 Evil_walk away
   pic: 11  state: 15  wait: 3  next: 183  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

*This is where the special event leads to.
<frame> 183 Evil_walk away
   pic: 10  state: 15  wait: 3  next: 178  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 30  hit_d: 185  hit_j: 0
<frame_end>

---------------------------------------------------------------------------------
Stage_1-1.?

*This is where the special event start, fake character walking back
<frame> 134 Evil_walk near
   pic: 10  state: 15  wait: 3  next: 135  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 135 Evil_walk near
   pic: 11  state: 15  wait: 3  next: 136  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 136 Evil_walk near
   pic: 12  state: 15  wait: 3  next: 137  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 137 Evil_walk near
   pic: 11  state: 15  wait: 3  next: 138  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 138 Evil_walk near
   pic: 10  state: 15  wait: 3  next: 134  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 20  hit_d: 139  hit_j: 0
<frame_end>

<frame> 139 Evil_standing
   pic: 7  state: 15  wait: 0  next: 140  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

<frame> 140 Evil_standing
   pic: 7  state: 15  wait: 0  next: 173  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

*And summon itself in act 141 so the hit_a & hit_j thingy could work again
<frame> 173 Evil_standing
   pic: 7  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 141  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 141 Evil_standing
   pic: 7  state: 15  wait: 80  next: 142  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

<frame> 142 Evil_standing blink
   pic: 8  state: 15  wait: 2  next: 141  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 250  hit_d: 143   hit_j: 0
<frame_end>

<frame> 143 Evil_standing
   pic: 7  state: 15  wait: 0  next: 144  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

*And summon itself in act 146 so the hit_a & hit_j thingy could work again
<frame> 144 Evil_standing
   pic: 7  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 146  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 185 Evil_appear
   pic: 999  state: 15  wait: 800  next: -184  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 184 Evil_appear
   pic: 999  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 134  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 146 Evil_measuring
   pic: 13  state: 15  wait: 1  next: 147  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 147 Evil_measuring
   pic: 14  state: 15  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 148  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 148 Evil_measuring
   pic: 15  state: 15  wait: 0  next: 149  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 149 Evil_measuring
   pic: 7  state: 15  wait: 0  next: 148  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 5  hit_d: 26  hit_j: 0
<frame_end>

*This is where the enemy start to appear
<frame> 150 template level A appear
   pic: 37  state: 15  wait: 0  next: 151  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 151 template level A appear
   pic: 999  state: 15  wait: 0  next: 152  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 152 template level A appear
   pic: 38  state: 15  wait: 0  next: 153  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 153 template level A appear
   pic: 999  state: 15  wait: 0  next: 154  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 154 template level A appear
   pic: 39  state: 15  wait: 0  next: 155  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 155 template level A appear
   pic: 999  state: 15  wait: 0  next: 156  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 156 template level A appear
   pic: 40  state: 15  wait: 0  next: 157  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 157 template level A appear
   pic: 999  state: 15  wait: 0  next: 158  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 158 template level A appear
   pic: 41  state: 15  wait: 0  next: 159  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 159 template level A appear
   pic: 999  state: 15  wait: 0  next: 160  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 160 template level A appear
   pic: 42  state: 15  wait: 0  next: 161  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 161 template level A appear
   pic: 999  state: 15  wait: 0  next: 162  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 162 template level A appear
   pic: 43  state: 15  wait: 0  next: 163  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 163 template level A appear
   pic: 999  state: 15  wait: 0  next: 164  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 164 template level A appear
   pic: 44  state: 15  wait: 0  next: 164  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 164 template level A appear
   pic: 999  state: 15  wait: 0  next: 165  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 165 template level A appear
   pic: 45  state: 15  wait: 0  next: 166  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 166 template level A appear
   pic: 999  state: 15  wait: 0  next: 167  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 167 template level A appear
   pic: 46  state: 15  wait: 0  next: 168  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 168 template level A appear
   pic: 999  state: 15  wait: 0  next: 169  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 169 template level A appear
   pic: 46  state: 15  wait: 0  next: 170  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 170 template level A appear
   pic: 999  state: 15  wait: 0  next: 171  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 10  hit_d: 125  hit_j: 0
<frame_end>

<frame> 171 template level A appear
   pic: 46  state: 15  wait: 0  next: 172  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 172 template level A appear
   pic: 46  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 287  dvx: 0  dvy: 0  oid: 34  facing: 0
   opoint_end:
<frame_end>

<frame> 145 template level A_summon
   pic: 999  state: 3005  wait: 1500  next: 150  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 60
<frame_end>

Basically I think the problem is:
Once the stage ends, the enemy have to run into next stage unless u add a bandit to lock the stage.
However, if I do so, then the effect of "special event" won't work because the player could not go to the next stage during the time between Stage 1-1.3 and Stage 1-1.?
The data above is just trying to show my current situation that I have right now.
Doesn't really need to pay attention on it that much.
I am just trying to find any ways that can make a special event effect in the stage.
Any ideas guys?
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#2
I wonder why you use state: 10....
Bandit isn't caught or anything.... state: 14 is better so that no com will recognize him as an enemy and try to attack him....

Just wanted to mention this. Can you precisely describe which part is not working properly? At least which line exactly doesn't work properly in stage.dat. Only this line.
I suspect stagemisc to be responsible for that. Which type has it in data.txt? 3?
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#3
I forgot the reason why I used state: 10 lol
I think is because state 14 makes the computers run away from it which kinda looks weird
Not sure at all lol.
By the way, I have update my post.
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#4
You can modify bandit to trigger a speacial event by adjusting the wait. If you wanna continue to next stage when player walks to the end of stage you might need to create a ball with itr: 0 and kind: 8 adjusting the dvx you go to the frame which uses state: 18 and by using a specific body point for bandit and same itr point for the ball you can kill the bandit to move on the stage. The kind: 8 x,y axis and width and height should be adjusted and place the action frame of the ball at the end of the stage by modifying stage.dat
[Image: illidansig1.png]
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