Now, come on...
Good luck :P
Step-by-Step-Instruction (Click to View)
Add an opoint to the 11, 21, 31 (and 41, if it's there) frames of the "clash"able balls.
This opoint summons a T0 (character) with a wait: 2 and next: 1000. The character frame includes pic: 1000 (no pic), state 3005 (no shadow) to make him nearly.invisible (only com logo will be displayed).
Now, you take some body-numbers for all of these balls... like
1000000 for Firen
2000000 for Freeze
3000000 for John
4000000 for Davis/Dennis
5000000 for DELETE (you'll see)
Now, the Special body for Firens ball contains
-a bdy with y: 1000000 and height: 1000 (you could actually take any value which is smaller then 1000000 and bigger then 500, but i always use 1000 and it works fine always)
-Some itr/kind:8's
--- y: 2000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-Freeze Clash
--- y: 3000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-John Clash
--- y: 4000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-Davis/Dennis Clash
--- y: 5000000 & height: 1000 with a dvx: *** leading to a frame with wait:0/next:1000 (disappear)
-In this "clash" frames the Special bdy has NOT it's usual (for Firen it's 1000000) body anymore, but always a 5000000 body (I'll explain this later) and summons some bling-effects and whatever you want... Then the body disappears with next: 1000
Now, how does this work?
Let's say, Freezes ball clashes with Firens ball.
In that moment... Aw, FUUUU... if Freezes ball clashes with another ball, it will cause the other ball to be rebounded as freezeball, too
... Uhm...
Scrap Freeze...
Firen vs Davis ball!
Now, both balls collide, enter frames like 10/20 or 30 (hit, hitting, rebound) and move via next to 11/21/31. In these frames, they summon a "character". This character has a special bdy on his own and "searches" for other special bodys (the other clashed balls body). If firen's special-ball-body now "finds" Davis' ones, it will react, causing it to jump to a *** frame. Here, it will have the 5000000 body. This body will make the Davis-special-ball-body disappear (since it will react to the 5000000 with disappearing).
The only thing left now is the Firen-special-ball-body (no, wait, it should be Firen-ball-special-body... nvm) which just entered the *** frame and will summon/create/blahrg the clash animation.
Case solved.
If you STILL didn't understand it... hope is futile...
This opoint summons a T0 (character) with a wait: 2 and next: 1000. The character frame includes pic: 1000 (no pic), state 3005 (no shadow) to make him nearly.invisible (only com logo will be displayed).
Now, you take some body-numbers for all of these balls... like
1000000 for Firen
2000000 for Freeze
3000000 for John
4000000 for Davis/Dennis
5000000 for DELETE (you'll see)
Now, the Special body for Firens ball contains
-a bdy with y: 1000000 and height: 1000 (you could actually take any value which is smaller then 1000000 and bigger then 500, but i always use 1000 and it works fine always)
-Some itr/kind:8's
--- y: 2000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-Freeze Clash
--- y: 3000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-John Clash
--- y: 4000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-Davis/Dennis Clash
--- y: 5000000 & height: 1000 with a dvx: *** leading to a frame with wait:0/next:1000 (disappear)
-In this "clash" frames the Special bdy has NOT it's usual (for Firen it's 1000000) body anymore, but always a 5000000 body (I'll explain this later) and summons some bling-effects and whatever you want... Then the body disappears with next: 1000
Now, how does this work?
Let's say, Freezes ball clashes with Firens ball.
In that moment... Aw, FUUUU... if Freezes ball clashes with another ball, it will cause the other ball to be rebounded as freezeball, too

... Uhm...
Scrap Freeze...
Firen vs Davis ball!
Now, both balls collide, enter frames like 10/20 or 30 (hit, hitting, rebound) and move via next to 11/21/31. In these frames, they summon a "character". This character has a special bdy on his own and "searches" for other special bodys (the other clashed balls body). If firen's special-ball-body now "finds" Davis' ones, it will react, causing it to jump to a *** frame. Here, it will have the 5000000 body. This body will make the Davis-special-ball-body disappear (since it will react to the 5000000 with disappearing).
The only thing left now is the Firen-special-ball-body (no, wait, it should be Firen-ball-special-body... nvm) which just entered the *** frame and will summon/create/blahrg the clash animation.
Case solved.
If you STILL didn't understand it... hope is futile...
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