07-04-2013, 12:38 PM
Hi people,
I've been trying to create a move in which the user creates a clone of himself which catches the enemy, and then the clone disappears after a while.
It works fine if I do not attack the caught enemy. However the clone becomes able to attack and move if I hit the enemy out of his grasp.
Is there any way to make the clone disappear if the enemy were to be freed from his grasp?
Currently this is the code I have:
oid: 17 is my own character. Frame 246 is the frame which causes the clones to die, I doubt the problem lies there since I've managed to make other moves in which the clones die after attacking, but here's the code anyway.
Any suggestions? I could create a new character which immediately goes into dying frames at frame 0, but would prefer not to do so and was wondering if anyone else any better ways of doing this...
I've been trying to create a move in which the user creates a clone of himself which catches the enemy, and then the clone disappears after a while.
It works fine if I do not attack the caught enemy. However the clone becomes able to attack and move if I hit the enemy out of his grasp.
Is there any way to make the clone disappear if the enemy were to be freed from his grasp?
Currently this is the code I have:
DC-Code:
<frame> 261 prison_summon pic: 0 state: 3 wait: 1 next: 262 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 100 wpoint: kind: 1 x: 23 y: 55 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 262 prison_summon pic: 0 state: 3 wait: 1 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 40 y: 79 action: 263 dvx: 0 dvy: 0 oid: 17 facing: 1 opoint_end: wpoint: kind: 1 x: 23 y: 55 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 263 prison pic: 176 state: 400 wait: 1 next: 264 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 93 <frame_end> <frame> 264 prison pic: 175 state: 15 wait: 1 next: 265 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 82 <frame_end> <frame> 265 prison pic: 174 state: 15 wait: 1 next: 266 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 <frame_end> <frame> 266 prison pic: 20 state: 15 wait: 10 next: 246 dvx: 40 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 3 x: 21 y: 34 w: 40 h: 28 vrest: 7 catchingact: 267 267 caughtact: 132 132 itr_end: <frame_end> <frame> 267 prison_catching pic: 51 state: 15 wait: 45 next: 246 dvx: 0 dvy: 0 dvz: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 cpoint: kind: 1 x: 71 y: 39 vaction: 131 hurtable: 1 decrease: 7 cpoint_end: <frame_end> |
oid: 17 is my own character. Frame 246 is the frame which causes the clones to die, I doubt the problem lies there since I've managed to make other moves in which the clones die after attacking, but here's the code anyway.
DC-Code:
<frame> 246 clone_die pic: 174 state: 15 wait: 1 next: 247 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 <frame_end> <frame> 247 clone_die pic: 175 state: 15 wait: 1 next: 248 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 82 <frame_end> <frame> 248 clone_die pic: 176 state: 15 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 93 <frame_end> |
Any suggestions? I could create a new character which immediately goes into dying frames at frame 0, but would prefer not to do so and was wondering if anyone else any better ways of doing this...