04-13-2015, 11:28 AM
(This post was last modified: 04-13-2015, 11:33 AM by Arokh.
Edit Reason: Added mainsite link (ik8)
)
Well I know a solution but it also has some disadvantages, maybe someone else knows a better one.
In the frames of the powerup move you create a t3 object with a specific ik8. Then you create in every frame of the char the relating bdy to that ik8. Since ik8 moves to the centerpoint of the attached object it will always follow the char. With the timer function of hit_a and hit_d in the t3 object you can set the duration of the powerup move.
Then, within that ik8 t3 object you create an opoint which spawns permanently t0 objects (loop the t3 object with next, it will disappear with the timer function anyway). Use state 3005, next 1000 as well as an empty pic number in the activated t0 frame in order to hide the activated t0 object.
Next, You will create a new specific bdy in the activated t0 object which will interact with John's moves you wish to power up and in the frames of John's moves you will create a ik8 which interacts with the bdy of the activated t0 object. Since John only can use one move per time yo don't need different ik8 values for every different move you wish to power up.
Mainsite link for ik8: http://www.lf-empire.de/lf2-empire/data-...l=&start=9
This is basically the buff/charge technique. (search the forums for more information) A disadvantage of this technique is that you will need (depending on the use of the method) a lot of frames. So make sure you activate the ik8 as late as possible in the powerup move frames. For example, if you wish to create a new kind of "Energy Blast" (hit_Fa) you can just set the ik8 right before John creates the t3 object and after John created the new t3 object you can switch back to the original frame sequence of the according move. Of course, this will only work if you use the existing animations of the move.
I hope It was a bit helpful.
- Arokh
In the frames of the powerup move you create a t3 object with a specific ik8. Then you create in every frame of the char the relating bdy to that ik8. Since ik8 moves to the centerpoint of the attached object it will always follow the char. With the timer function of hit_a and hit_d in the t3 object you can set the duration of the powerup move.
Then, within that ik8 t3 object you create an opoint which spawns permanently t0 objects (loop the t3 object with next, it will disappear with the timer function anyway). Use state 3005, next 1000 as well as an empty pic number in the activated t0 frame in order to hide the activated t0 object.
Next, You will create a new specific bdy in the activated t0 object which will interact with John's moves you wish to power up and in the frames of John's moves you will create a ik8 which interacts with the bdy of the activated t0 object. Since John only can use one move per time yo don't need different ik8 values for every different move you wish to power up.
Mainsite link for ik8: http://www.lf-empire.de/lf2-empire/data-...l=&start=9
This is basically the buff/charge technique. (search the forums for more information) A disadvantage of this technique is that you will need (depending on the use of the method) a lot of frames. So make sure you activate the ik8 as late as possible in the powerup move frames. For example, if you wish to create a new kind of "Energy Blast" (hit_Fa) you can just set the ik8 right before John creates the t3 object and after John created the new t3 object you can switch back to the original frame sequence of the according move. Of course, this will only work if you use the existing animations of the move.
I hope It was a bit helpful.
- Arokh