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different carried weapons cause different attacks at hit_Fa move
#13
yes you did, you want weapon-dependant attacks for a D>A move.

ok this move looks the following:

in the first frame of the move set a weaponact: 100, the frame should last like wait: 5 , then wpoint isnt important for the rest of the move. Now for weapon itsself - hats have a frame 100 where they opoint out type 0 objects with different bdy y-values, depending on the hat he wear. So for mario its y: 5000, for link it's y: 6000, in the same frame with the wpoint / weaponact: 100 you have itr/kind 8 at y: 5000 and 6000, so now if the char don't wear a hat the move go on with next: xxx, but if there's a type 0 bdy from mario or link the dvx noted in the itr/kind 8 go to other frames and other moves start.

If you don't know all about itr/kind 8 go to mainsite: lf2-empire/data changing / frame elements / itr / kind 8

you can add as many different moves as you want, the type 0 object should be deleted with next: 1000 after a few tu (5 should be enough). BTW: There's a itr&bdy limit per frame of 10 as far as I know. So if you've more make it in two frames and let the objects stay a little longer to secure it. Don't make these two frames looping then or the char will get stuck if there's no special hat...


hope all is solved now
have fun ;)
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Thanks given by: Zazz1


Messages In This Thread
RE: Problem with adding special attacks to weapon - by MH-Razen - 09-30-2008, 11:45 AM



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