05-16-2013, 05:50 PM
Good.
Now the next thing you gotta do for two different custom breaking actions is creating two new objects (lets say copies of firens flame as that will also contain the explosion).
The breaking actions will start at frame 0 of both.
One being a direct explosion - the other the blinking animation and then an explosion.
Now to trigger them whenever the weapon breaks in a certain frame you will need to make it hold one of these objects like a weapon. (once the holding object is gone the held object will continue at frame 0: the breaking)
You spawn either of them with an opoint kind 2 inside the box data (refer to freeze' ice sword move) and hold them with wpoints.
To make sure you get both breaking animations depending on the frame the box was in before it vanishes you need to make the two breaking objects transform into each other with state 8xxx (xxx being the id of the object to transform to, beware that this will shift all pictures from 0 to 140 once, refer to criminal.dat/secondary sprite sheets). Use the weaponact from the box data to either call a frame number that transforms into the will-splode-instantly- or will-blink-first-object.
Now the next thing you gotta do for two different custom breaking actions is creating two new objects (lets say copies of firens flame as that will also contain the explosion).
The breaking actions will start at frame 0 of both.
One being a direct explosion - the other the blinking animation and then an explosion.
Now to trigger them whenever the weapon breaks in a certain frame you will need to make it hold one of these objects like a weapon. (once the holding object is gone the held object will continue at frame 0: the breaking)
You spawn either of them with an opoint kind 2 inside the box data (refer to freeze' ice sword move) and hold them with wpoints.
To make sure you get both breaking animations depending on the frame the box was in before it vanishes you need to make the two breaking objects transform into each other with state 8xxx (xxx being the id of the object to transform to, beware that this will shift all pictures from 0 to 140 once, refer to criminal.dat/secondary sprite sheets). Use the weaponact from the box data to either call a frame number that transforms into the will-splode-instantly- or will-blink-first-object.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves