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Mp recover
#11
oh wait, you can't use an opoint in the first frame, it won't be activated then... so put it into the second frame, and make the 3rd drinking, the first frame is useless then, if you use a wait: 0 it won't be even shown... the next should be "0" aswell, this makes the frame loop to itselfe, so it will never stop, except the bottle is empty, or you add an hit_d/a/j: 999
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#12
Ah, now I learned something new today :)
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#13
and why should frame 2 have next 999 it stops the move or not ??
so it means

Frame 1
nothing but wait 0 next to the next frame ???

frame 2 +
sommon the bottle

freame 3
drink the bottle with next 0 and a/d/j 999 right ??
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only the past knows how the future looks like ~ HW
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#14
Basicly, yes.

And in the 3rd frame, you could next it to another frame so the effect could look good. You also have to modify the beer so when you stop drinking it (or get hit, or the beer is out), it'll disappear, no broken pieces.
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#15
(04-26-2009, 02:59 AM)no one Wrote:  Basicly, yes.

And in the 3rd frame, you could next it to another frame so the effect could look good. You also have to modify the beer so when you stop drinking it (or get hit, or the beer is out), it'll disappear, no broken pieces.
weaponact: 1000
Solved.
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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#16
You need to throw the beer away or else you keep go into the weapon attack frame (fike the the F9 drinking bug).
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#17
We're not talking about the weapon_drinking frames here.
¬.¬

1 tip to the OP: Keep the frames in which the bottle is held short to minimalize the chance of enemies hitting you and you dropping the bottle, or add something like the itr:s from Henry's Sonata of Death to your frames.

Edit: Ok, I'll summarize for you how to create a move like this.
Frame 1: entirely up to you. Give it a higher wait if you want to 'charge-up' before your move or give it a wait: 0 if you want to continue the move right away.
Frame 2: opoint kind:2 the beer bottle. Use something like x: 0, y: -1000 if you want the bottle to be out of sight.
Frame 3: Use a weaponact with the same coördinates and give your frame state: 17. Either link this frame to itself with next: 0 and add a hit_d: to frame #4 or use next: to frame #4.
Frame 4: Use weaponact: 1000 in a wpoint in this frame to get rid of the bottle and draw some nice pictures to end your move.

Notes:
-You can expand frame #3 to multiple frames if you want to give your character some nice effects during the move (e.g. opointing Henry's wind to create a shield).
-You can do anything you want with from frame #4 onwards.
-Use low wait: values so the frame can easily repeat itself - the beer bottle recovers only a very small amount of mp every time.
-Use a hit_a: tag in frame #4 to frame #2 so one can continue the move as long as that person presses A.
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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#18
but it should continue by itself i just have to prees the input i chose one timme and then a/d/j to sop the move


does anybody now ntsd i found it yesterday the one who coded it is an genius
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only the past knows how the future looks like ~ HW
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#19
(04-26-2009, 07:38 AM)Headstrong Warrior Wrote:  but it should continue by itself i just have to prees the input i chose one timme and then a/d/j to sop the move


does anybody now ntsd i found it yesterday the one who coded it is an genius

NTSD is abit old, but ye, its a great mod :)

Btw, Thanks Jossua :) U gave me an idea for a move ;)
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#20
what will happen if u keep use the bottle until the bottle empty? and what about the shadow? if u activate a bottle then the shadow will also appear and... look weird.
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