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
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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