07-15-2011, 12:52 AM
(This post was last modified: 07-15-2011, 12:54 AM by LukefonFabre4.)
Hey. I'm trying to make a ball explode after so many hits like Julian's, but I don't want to c&p since I'll be using different sprites for my ball.
Here's the frames for my ball:
And is there any way to tell it how many objects/enemies it has to hit before it explodes?
Here's the frames for my ball:
DC-Code:
<bmp_begin> file(0-7): sprite\sys\Lori_&_Zim_ball.bmp w: 320 h: 340 row: 4 col: 2 weapon_hit_sound: data\020.wav weapon_drop_sound: data\020.wav weapon_broken_sound: data\020.wav <bmp_end> <frame> 0 flying pic: 0 state: 3006 wait: 1 next: 1 dvx: 18 dvy: 0 centerx: 160 centery: 170 hit_a: 6 hit_d: 2 hit_j: 0 itr: kind: 0 x: 160 y: 170 w: 140 h: 200 dvx: 40 fall: 70 vrest: 15 bdefend: 60 injury: 100 itr_end: bdy: kind: 0 x: 62 y: 67 w: 95 h: 67 bdy_end: <frame_end> <frame> 1 flying pic: 1 state: 3006 wait: 1 next: 999 dvx: 18 dvy: 0 centerx: 160 centery: 170 hit_a: 6 hit_d: 3 hit_j: 0 itr: kind: 0 x: 160 y: 170 w: 140 h: 200 dvx: 40 fall: 70 vrest: 15 bdefend: 60 injury: 100 itr_end: bdy: kind: 0 x: 62 y: 67 w: 95 h: 67 bdy_end: <frame_end> <frame> 2 flying pic: 0 state: 3000 wait: 1 next: 3 dvx: 18 dvy: 0 centerx: 160 centery: 170 hit_a: 6 hit_d: 2 hit_j: 0 itr: kind: 0 x: 160 y: 170 w: 140 h: 200 dvx: 40 fall: 70 vrest: 15 bdefend: 60 injury: 100 itr_end: bdy: kind: 0 x: 62 y: 67 w: 95 h: 67 bdy_end: <frame_end> <frame> 3 flying pic: 1 state: 3000 wait: 1 next: 2 dvx: 18 dvy: 0 centerx: 160 centery: 170 hit_a: 6 hit_d: 3 hit_j: 0 itr: kind: 0 x: 160 y: 170 w: 140 h: 200 dvx: 40 fall: 70 vrest: 15 bdefend: 60 injury: 100 itr_end: bdy: kind: 0 x: 62 y: 67 w: 95 h: 67 bdy_end: <frame_end> <frame> 10 hiting pic: 5 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 160 centery: 170 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 11 hiting pic: 6 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 dvz: 0 centerx: 160 centery: 170 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 12 hiting pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 160 centery: 170 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 20 hit pic: 5 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 160 centery: 170 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 21 hit pic: 6 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 160 centery: 170 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 22 hit pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 160 centery: 170 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 30 rebounding pic: 5 state: 3003 wait: 1 next: 31 dvx: 0 dvy: 0 dvz: 0 centerx: 160 centery: 170 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 31 rebounding pic: 6 state: 3003 wait: 1 next: 32 dvx: 0 dvy: 0 dvz: 0 centerx: 160 centery: 170 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 32 rebounding pic: 7 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 160 centery: 170 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> |
And is there any way to tell it how many objects/enemies it has to hit before it explodes?
Luke means "Light of the Sacred Flame" in Ancient Ispanian.