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:
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?
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?