Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[solved] time limit for looping frames
#1
is there a way to set a time limit for an attack such that it disappears after a certain time, despite that the attack has looping frames?
Reply
Thanks given by:
#2
type: 0 - use the mp-tag (look at Firen's burn run, he has several negative mp-values)
type: 3 - hit_a-timer (clicky)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

» Gallery | » Sprites | » DeviantArt
Reply
Thanks given by:
#3
it's the ball that has looping frames, that's why my character can only have the mp usage once. ok the situation's like this. the character has an area around him where anyone is inside is frozen. the area follows the character around with itr kind 8. the 'next frame' goes to the ball delete but the dvx frame goes to the next 'align to character frame' i tried the hit_Fa but once it touches an enemy it just disappears.
Reply
Thanks given by:
#4
dunno 100% how you're doing it but this is my explanation on how I'd do it (or at least the order in which i'd try to make it work)

1.
make the t3 object with state: 3000 with no bdy, an itr kind 0 with effect 3? (frozen effect anyway)
and have it have itr kind 8 in all of its frames that has its animation (maybe you're using one frame but it's always nice to have animation). the dvx is always to the next frame of the animation. all of these frames have wait: 1 (otherwise the itrs won't work)

2. Unfortunately the hit_a hit_d timer won't work with itr kind 8 interfering, coz that dvx overrides all of the frame checks. so, we need a second object, type 3, that has state: 3005 and a wait: length long enough (duration of the shield lasting). Then, after the wait period it goes to a next: frame to opoint a char with the bdy to delete the shield.

3. this means we need another itr kind 8 in all of the flying frames, and you'd have to experiment with which itr overrides the other (I think the bottom itr overrides the top), so it'll detect the t0 bdy and delete itself after the time is up

4. the hitting frames lead back to the following you frames.

problem with this is if you have multiple instances of the same char, both doing the same move.



Azriel~
Reply
Thanks given by: Silverthorn , wingsofthewind , Hukko
#5
i decided to just let my character's hp delplete slowly and the user will decide when to stop the attack with the extra bdy at the frame where he stops the attack. but how do it deplete the character's hp without actually affecting his movement or attacks while the freezing area is activated?
Reply
Thanks given by:
#6
I assume that the mp-tag won't be very useful, since it would decrease your hp in relatively big steps.
The other thing would be to activate another object that constantly hits you (special bdy, so that it hits only you). It has an itr/k: 8 to follow you. If you press defend, you have a bdy at a different area (the objects needs an itr/k: 8 at that area, too), which will make the hp-decreaser disappear. The itr/k: 0 in the decreaser should have an arest: 5, effect: 5, and a pretty low injury (and run on state: 18, duh! :P), so that it'll constantly hit you.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

» Gallery | » Sprites | » DeviantArt
Reply
Thanks given by: wingsofthewind
#7
Code:
<frame> 21 self damage
   pic: 999  state: 18  wait: 1  next: 21  centerx: 202  centery: 260
   hit_a: 1  hit_d: 102
itr:  #delete
   kind: 8  x: -5000  y: -11080  w: 10000  h: 500  zwidth: 500
   dvx: 103  injury: 0
  itr_end:    
itr:
      kind: 0  x: -5000  y: -10000  w: 10000  h: 500 zwidth: 500 dvx: 0  dvy: 0  fall: -1  arest: 90  bdefend: 0  injury: 20  
effect: 5
itr_end:
<frame_end>
this is what i did, but when my character goes to the frame with the -11000 body it does not disappear. 103 is the frame for it to disappear. body at -100000 is the special body only the character has and body at -11000 is for the freeze effect to disappear
Reply
Thanks given by:
#8
the centery-value is a little strange for me....
I assume that your char's centery is at 79, and the opoint is also at y: 79. Try to set the centery-value of the frame you posted to 79 and see if that'll solve the prob ;)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

» Gallery | » Sprites | » DeviantArt
Reply
Thanks given by:
#9
it was the arest and the character's frame time. the character's frame which deletes the object has wait: 5 if i change the arest to 4 it works, so i changed the wait to a value larger than the arest and it's' all done. thx guys
Reply
Thanks given by:
#10
so is this solved now?
(a click on the [Solved]-button is the only ting to do......)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

» Gallery | » Sprites | » DeviantArt
Reply
Thanks given by:




Users browsing this thread: 3 Guest(s)