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[solved] help with new criminal
#1
I know for criminal, the sprite they use is +140. this is what i do for knight:
    DC-Code:
file(0-49): sprite\sys\knight_0.bmp  w: 79  h: 99  row: 10  col: 5
file(50-63): sprite\sys\knight_1.bmp  w: 109  h: 99  row: 7  col: 2
file(64-113): sprite\sys\knight_2.bmp  w: 79  h: 99  row: 10  col: 5
file(114-139): sprite\sys\knight_0.bmp  w: 79  h: 99  row: 13  col: 2
file(140-189): sprite\sys\knight_0b.bmp  w: 79  h: 99  row: 10  col: 5
file(190-203): sprite\sys\knight_1b.bmp  w: 109  h: 99  row: 7  col: 2
file(204-253): sprite\sys\knight_2b.bmp  w: 79  h: 99  row: 10  col: 5
file(254-279): sprite\sys\knight_0.bmp  w: 79  h: 99  row: 13  col: 2

the knight criminal works fine in stage mode. however, in battle mode, the knight sprite is messed up. is there anyway to fix this since battle mode knight uses:
    DC-Code:
file(114-163): sprite\sys\knight_0b.bmp  w: 79  h: 99  row: 10  col: 5
file(164-177): sprite\sys\knight_1b.bmp  w: 109  h: 99  row: 7  col: 2
file(178-227): sprite\sys\knight_2b.bmp  w: 79  h: 99  row: 10  col: 5

which is the original file, but the criminal requires +140.
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#2
1.Try the random criminal thing on the mainsite, i think all chars are modified so they are criminals (so knight should be in too). And if it works fine in battle mode, check the code and apply it into your criminal.
2.Criminals transform with state: 8xxx, which causes the pic-shift (+140). If you use an exe with state: 4xxx implemented, you can transform without the pic-shift. But this solution only works if the criminal knight has the same spritesheets like the normal knight; if you want to have it differently coloured, you would have to make a new character file.

Hope this helps :)
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#3
the random criminal knight also use the +140. the battle mode knight sprite still does not work normally.
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#4
Then try no.2, or wait until somebody posts a better solution ;)
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#5
the only thing i see is that you've got the battle knights sprites starting at 114 rather than 140
try putting it to 140
Use a template sheet or something to fill the sprite gap, you dont actually have to use it
[Image: residentx.png]
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#6
(09-09-2009, 01:51 PM)Divisor Wrote:  Then try no.2, or wait until somebody posts a better solution ;)

I'll try that, but i do not really know what it means...

(09-09-2009, 03:14 PM)triviumninja Wrote:  the only thing i see is that you've got the battle knights sprites starting at 114 rather than 140
try putting it to 140
Use a template sheet or something to fill the sprite gap, you dont actually have to use it
114 is the original knight sprites that is used for the battle mode. i had changed it to 140, but the sprite for knight in battle mode is messed up.
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#7
(09-09-2009, 11:42 PM)lpoi Wrote:  
(09-09-2009, 01:51 PM)Divisor Wrote:  Then try no.2, or wait until somebody posts a better solution ;)

I'll try that, but i do not really know what it means...
1.Download the state 4xxx exe (if you don't know about it search for it).
2.Use state 4xxx instead of state 8xxx in criminal.dat
example:
    DC-Code:
<frame> 3 monk
sound: data\013.wav 
   pic: 3  state: 0  wait: 2  next: 4  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 4 monk
   pic: 4  state: 0  wait: 2  next: 5  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 5 monk
   pic: 4  state: 8035  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

State: 8035 in the last frame is the transform state. If you want to lose the +140 thing, use state 4xxx. In this example, it would be 4035 instead of 8035.

3. Does your knight use the same sprites as the normal knight?
If yes: Link the transform state to the normal knight (4037 -> id: 37 -> knight)
If not: Make a new char file (exactly the same as the original knight), put your sprites inside and link the transform state to him.
F.e. if your new knight's id is 60, use state: 4060.
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#8
(09-10-2009, 05:47 AM)Divisor Wrote:  
(09-09-2009, 11:42 PM)lpoi Wrote:  
(09-09-2009, 01:51 PM)Divisor Wrote:  Then try no.2, or wait until somebody posts a better solution ;)

I'll try that, but i do not really know what it means...
1.Download the state 4xxx exe (if you don't know about it search for it).
2.Use state 4xxx instead of state 8xxx in criminal.dat
example:
    DC-Code:
<frame> 3 monk
sound: data\013.wav 
   pic: 3  state: 0  wait: 2  next: 4  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 4 monk
   pic: 4  state: 0  wait: 2  next: 5  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 5 monk
   pic: 4  state: 8035  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

State: 8035 in the last frame is the transform state. If you want to lose the +140 thing, use state 4xxx. In this example, it would be 4035 instead of 8035.

3. Does your knight use the same sprites as the normal knight?
If yes: Link the transform state to the normal knight (4037 -> id: 37 -> knight)
If not: Make a new char file (exactly the same as the original knight), put your sprites inside and link the transform state to him.
F.e. if your new knight's id is 60, use state: 4060.

found it! thanks
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