08-03-2015, 08:47 AM
(This post was last modified: 08-03-2015, 08:47 AM by empirefantasy.)
thank you
a nice suggestion would be to edit bpoint. so it will not display only a point of blood but instead of that it can have oid and action, just like a shield with an ik8, but ik8 is buggy if there are 2 same chars, and also more blood can be appeared. then the conditions of that bpoint (when it will be activated) mp, hp, specific frame of the char (action: ), specific frame of another object (like when the other object touches it's bdy it cause bpoint let's say aid: and aaction: a=activator). and of course having more than one bpoint inside frame. Let's suppose bpoint can be activated by an itr with that:
itr:
....x: w:.... bpoint: 90XXXX (90activate 91deactivate) (XXXX how long it will least, 0=forever) itr_end:
or wait can be added inside bpoint like hit_d timers.
Now some bugs:
itr kind 1000
dvx and dvy dont work, char will still perform the move without spending mp/hp. same thing for state 6xxx.
also while timestop char can still turn laeft and right, until he presses J/A/etc. minor bug anyways
effect 3xxx,4xxx....9xxx char being attacked by this will always fall with face on the ground (even the attack comes in front of them)
a nice suggestion would be to edit bpoint. so it will not display only a point of blood but instead of that it can have oid and action, just like a shield with an ik8, but ik8 is buggy if there are 2 same chars, and also more blood can be appeared. then the conditions of that bpoint (when it will be activated) mp, hp, specific frame of the char (action: ), specific frame of another object (like when the other object touches it's bdy it cause bpoint let's say aid: and aaction: a=activator). and of course having more than one bpoint inside frame. Let's suppose bpoint can be activated by an itr with that:
itr:
....x: w:.... bpoint: 90XXXX (90activate 91deactivate) (XXXX how long it will least, 0=forever) itr_end:
or wait can be added inside bpoint like hit_d timers.
Now some bugs:
itr kind 1000
dvx and dvy dont work, char will still perform the move without spending mp/hp. same thing for state 6xxx.
also while timestop char can still turn laeft and right, until he presses J/A/etc. minor bug anyways
effect 3xxx,4xxx....9xxx char being attacked by this will always fall with face on the ground (even the attack comes in front of them)