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[help]itr kind: 8 weapon transformation
#1
Well I wanted some help on transforming a weapon into another one when it is picked up by a unique character.
After I finished the making the sprites of the swords I am planning, I suddenly realized that my theory of transforming the swords won't work.

My theory:
when the char picks up the sword, the sword spawn a ik8 ball checking if that is the unique char. If it is, then the ball goes to a frame which catches the char and transfer the char to the frames which will have the sword transformation code.
The problem it that a ball wont catch the person who produced it. and if it does it might catch another char nearby.

BTW
Is it possible to use state: 8xxx
    DC-Code:
<frame> 90 in_the_sky
   pic: 22  state: 8260  wait: 10  next: 999 dvx: 0  dvy: 0  centerx: 37  centery: 61  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 2  x: 16  y: 57  weaponact: 0  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 5  x: 8  y: 44  w: 28  h: 22  dvx: 8  fall: 20  bdefend: 70  injury: 89  effect: 1   
   itr_end:
   itr:
      kind: 5  x: 40  y: 9  w: 21  h: 24  dvx: 8  fall: 20  bdefend: 70  injury: 89  effect: 1   
   itr_end:
   itr:
      kind: 5  x: 26  y: 26  w: 22  h: 21  dvx: 8  fall: 20  bdefend: 70  injury: 89  effect: 1   
   itr_end:
<frame_end>

in weapon?

Help is appreciated. (with or without ik8)
If you have any other way to make this work, please reply.
...............
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#2
(03-06-2014, 10:36 AM)davis60 Wrote:  My theory:
when the char picks up the sword, the sword spawn a ik8 ball checking if that is the unique char. If it is, then the ball goes to a frame which catches the char and transfer the char to the frames which will have the sword transformation code.
The problem it that a ball wont catch the person who produced it. and if it does it might catch another char nearby.
...
1) I don't think state 8000 works on weapons. What you should do instead is make the character go into a frame with a wpoint that causes the weapon to go to a frame with state 9998(or make it go into next: 1000) where he will make the weapon disappear and then go into another frame that create the new unique weapon like freeze's ice sword (opoint kind 2).
2) If the ball doesn't catch the person who produced it you might want to check your character's bdy, the ball's itr size and where the ball is being opointed. Basically its a coordinates and centeryx/y issue. And state 18.
3) As for catching another character, you might want to make an unreachable bdy that only that specific character has and maybe add another itr that will push away other characters who have the same bdy.
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
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#3
(03-06-2014, 10:36 AM)davis60 Wrote:  The problem it that a ball wont catch the person who produced it.
State 18 on the attacking object allows itrs to hit team objects (thus also catching). And state 13 or 10 on an object allow it to be hit by team objects. State 10 however will also make a character drop the held weapons, so that one won't work for your case.
If you want to avoid the particles from state 18 or 13 you need to have the object below ground - since you cannot really have your character below ground your only option is state 18 on the catching object.

(03-06-2014, 10:36 AM)davis60 Wrote:  and if it does it might catch another char nearby.
To avoid this simply add a bdy to the character that has a y value that can only be hit by the catching object. (and since you might want to spawn the state 18 catching object below ground anyway you can simply make the y of the opoint match the y of your bdy)

(03-06-2014, 10:36 AM)davis60 Wrote:  Is it possible to use state: 8xxx
in weapon?
yes

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Thanks given by: InPhiKnight
#4
Well for some reason this is not working
___________
Julian
    DC-Code:
<frame> 0 standing
   pic: 0  state: 0  wait: 10  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 99  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 260 hit_Ua: 235 hit_Fj: 280 hit_Uj: 310 hit_ja: 106
   wpoint:
      kind: 1  x: 61  y: 69  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 10  y: 10  w: 64  h: 90
   bdy_end:
   bdy:
      kind: 0  x: 22  y: 12345  w: 55  h: 27
   bdy_end:
   bdy:
      kind: 8  x: 10  y: 6667  w: 64  h: 90
   bdy_end:
<frame_end>
 
<frame> 1 standing
   pic: 1  state: 0  wait: 4  next: 2  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 99  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 260 hit_Ua: 235 hit_Fj: 280 hit_Uj: 310 hit_ja: 106
   wpoint:
      kind: 1  x: 61  y: 68  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 10  y: 10  w: 64  h: 90
   bdy_end:
   bdy:
      kind: 0  x: 22  y: 12345  w: 55  h: 27
   bdy_end:
   bdy:
      kind: 8  x: 10  y: 6667  w: 64  h: 90
   bdy_end:
<frame_end>
 
<frame> 2 standing
   pic: 2  state: 0  wait: 3  next: 3  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 99  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 260 hit_Ua: 235 hit_Fj: 280 hit_Uj: 310 hit_ja: 106
   wpoint:
      kind: 1  x: 61  y: 67  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 10  y: 10  w: 64  h: 90
   bdy_end:
   bdy:
      kind: 0  x: 22  y: 12345  w: 55  h: 27
   bdy_end:
   bdy:
      kind: 8  x: 10  y: 6667  w: 64  h: 90
   bdy_end:
<frame_end>
 
<frame> 3 standing
   pic: 3  state: 0  wait: 8  next: 4  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 99  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 260 hit_Ua: 235 hit_Fj: 280 hit_Uj: 310 hit_ja: 106
   wpoint:
      kind: 1  x: 62  y: 67  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 10  y: 10  w: 64  h: 90
   bdy_end:
   bdy:
      kind: 0  x: 22  y: 12345  w: 55  h: 27
   bdy_end:
   bdy:
      kind: 8  x: 10  y: 6667  w: 64  h: 90
   bdy_end:
<frame_end>
 
<frame> 4 standing
   pic: 2  state: 0  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 99  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 260 hit_Ua: 235 hit_Fj: 280 hit_Uj: 310 hit_ja: 106
   wpoint:
      kind: 1  x: 61  y: 67  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 10  y: 10  w: 64  h: 90
   bdy_end:
   bdy:
      kind: 0  x: 22  y: 12345  w: 55  h: 27
   bdy_end:
   bdy:
      kind: 8  x: 10  y: 6667  w: 64  h: 90
   bdy_end:
<frame_end>
 
<frame> 115 picking_light
   pic: 14  state: 15  wait: 4  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 99  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\009.wav 
   wpoint:
      kind: 1  x: 38  y: 72  weaponact: 24  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 19  y: 22  w: 52  h: 75
   bdy_end:
   bdy:
      kind: 8  x: 10  y: 6667  w: 64  h: 90
   bdy_end:
<frame_end>
 
<frame> 380 sword
   pic: 41  state: 0  wait: 60  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 99  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 260 hit_Ua: 235 hit_Fj: 280 hit_Uj: 310 hit_ja: 106
   wpoint:
      kind: 1  x: 61  y: 69  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 10  y: 10  w: 64  h: 90
   bdy_end:
   bdy:
      kind: 0  x: 22  y: 12345  w: 55  h: 27
   bdy_end:
<frame_end>


ball
    DC-Code:
<frame> 0 flying
 pic: 999 state: 3005 wait: 0 next: 1000 dvx: 0 dvz: 0 centerx: 28 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
   itr:
      kind: 8  x: 10  y: 6667  w: 64  h: 90 dvx: 11
   itr_end:
<frame_end>
 
<frame> 11 flying
   pic: 999  state: 18  wait: 30  next: 1000  dvx: 0  dvy: 0  centerx: 35  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 3  x: 21  y: 12345  w: 43  h: 30  vrest: 7  
      catchingact: 12 12  caughtact: 380 380  
   itr_end:
   bdy:
      kind: 0  x: 22  y: 12345  w: 55  h: 27
   bdy_end:
<frame_end>
 
<frame> 12 die
 pic: 999 state: 3005 wait: 0 next: 1000 dvx: 1 dvy: 0 dvz: 0 centerx: 39 centery: 79
<frame_end>


weapon
    DC-Code:
<frame> 24 on_hand
   pic: 24  state: 1001  wait: 0  next: 0  dvx: 0  dvy: 0  centerx: 35  centery: 56  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 2  x: 8  y: 38  weaponact: 0  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 5  x: -3  y: 32  w: 73  h: 15  dvx: 8  fall: 20  bdefend: 70  injury: 89  effect: 1   
   itr_end:
   opoint:
   kind: 1 x: 46 y: 74 action: 0 dvx: 0 dvy: 0 oid: 266 facing: 0
   opoint_end:
<frame_end>


not implemented the weapon transformation. Just testing if it works
...............
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#5
1) Your y: 6667 bdy. There's no such thing as a bdy kind 8.

2) Do some troubleshooting. Start by making the ball visible on a normal y value(where your main bdy is) instead of a non-existent pic 999 so you know where the ball is. Once you've done that, you can adjust the coordinates accordingly, and then shift the y values back down.
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
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#6
here a solution without the i/k 8 thing:

[Image: wcnYOyO.gif]

study example:
weapon-reaction.zip

wtf is google doing? (Click to View)
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