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Automatic stage choise (lfu)
#1
some questions:

is it possible to create an autochoise for stage mode?

for example:
If i take bat-> team reashi-> stageA
If i take woody-> team louis-> stageB
If i take Henry-> team julian-> stageC
If i take Freeze-> team Firzen-> stageD
????

and how do i do that?
exe- or dcing?
Does it work with 4 teams?
or should I put team reashi into team louis and team firzen into team julian??? (if it works)
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#2
Hm.. Well, I can think of a solution:

First you have to use silvas state: 5??? thingy.
Then you use different itrs in the standing, walking, whatever frames in each Team, then activate an type: 5 object, that switch between 4 Frames with different bdys, which interact with the itrs. then activate state: 5??? (Stage switch)

Stage Choise could be a Solution too..
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#3
didn't realy got what you mean :(
do ya mean I should use that criminal thingy where julian get justin and davis gets a bandit?
I'll check this out....

btw: it is better to have 2 big teams? reashis team has 3 chars, also firzens! should i make 2 big teams? plz review!

I decided to make 2 big teams!
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#4
No, wait tell you slower :)

Ok first set 4 itrs, with say y: 1000, y: 2000, y; 3000, y: 4000, one for each frame. You write this itrs in the standing, walking running, etc all basic frames off each Team. So Then you start an type 5 object with stage.dat, this object switchs between 4 Frames, they got 4 different bdys (y: 1000, y: 2000 .....) If an itr of a Teamchara hits now the type 5 objects, it goes to a special frame (set with kind: 1??? afaik..) and then you switch the stage with Silvas state: 5??? thingy..

understood? :)
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#5
Hm, my solution for the team-thing:

These four chars have an bdy at y: 1000-4000 depending which char it is and an itr/k0 y: 5000 (don't forget zwidth: 500), suggest to write the itr/k8 in all frames! First the itr (k0 hits a hidden criminal, this is now on your team and spawns all chars which are in team reashi, louis, julian and firzen, so 12 chars or so).

Ok since you activated the chars with opoint they have 500hp from default, would also leave it like this. Now for the characters: you activate them in a stuck-frame for like 5 TU (state 3005, pic: 1000) where there're three itr/k8: one for every team where it should disappear. Like if it's a member of team reashi and bat has the bdy y 1000 you have nothing on y1000 for itr/k8, but on 2000-4000 you have the same (can make this in one itr) - lead to a frame with dvx where the char is deleted...

So for now you only have the chars in game you need for the team. Why making it this way? Well, as far as I remember you can only have 20 objects noted per phase in stage.dat and this limit could be a problem in case you use stage choice for the rest :p
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#6
((kind8 or kind0???)

I'll try with 2 chars first!
bdy for louis:
Code:
bdy:
      kind: 0  x: 21  y: 1000  w: 111  h: 111 zwidth: 500
   bdy_end:

bdy for julian:
Code:
bdy:
      kind: 0  x: 21  y: 2000  w: 111  h: 111 zwidth: 500
   bdy_end:

now i should put these bdys into all the basicframes, right?

Mad done! hard work, even if it's copypasta!

now the itrs---
Code:
itr:
kind: 0  x: 26  y: 1000  w: 111  h: 111  dvx: 2  bdefend: 16  injury: 4  zwidth: 500
itr_end:

is this itr ok?
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#7
erm, no not ok:

the bdys:
louis:
bdy:
kind: 0 x: 0 y: 1000 w: 100 h: 100
bdy_end:

julian
bdy:
kind: 0 x: 0 y: 2000 w: 100 h: 100
bdy_end:

itr for obejcts which should disappear at louis:
itr:
kind: 0 x: 0 y: 1000 w: 100 h: 100 dvx: 399 zwidth: 500
itr_end:


itr for obejcts which should disappear at julian:
itr:
kind: 0 x: 0 y: 2000 w: 100 h: 100 dvx: 399 zwidth: 500
itr_end:


frame 399:

99 delete
pic: 1000 state: 3005 wait: 0 next: 1000
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