11-14-2008, 05:00 AM
dunno 100% how you're doing it but this is my explanation on how I'd do it (or at least the order in which i'd try to make it work)
1.
make the t3 object with state: 3000 with no bdy, an itr kind 0 with effect 3? (frozen effect anyway)
and have it have itr kind 8 in all of its frames that has its animation (maybe you're using one frame but it's always nice to have animation). the dvx is always to the next frame of the animation. all of these frames have wait: 1 (otherwise the itrs won't work)
2. Unfortunately the hit_a hit_d timer won't work with itr kind 8 interfering, coz that dvx overrides all of the frame checks. so, we need a second object, type 3, that has state: 3005 and a wait: length long enough (duration of the shield lasting). Then, after the wait period it goes to a next: frame to opoint a char with the bdy to delete the shield.
3. this means we need another itr kind 8 in all of the flying frames, and you'd have to experiment with which itr overrides the other (I think the bottom itr overrides the top), so it'll detect the t0 bdy and delete itself after the time is up
4. the hitting frames lead back to the following you frames.
problem with this is if you have multiple instances of the same char, both doing the same move.
Azriel~
1.
make the t3 object with state: 3000 with no bdy, an itr kind 0 with effect 3? (frozen effect anyway)
and have it have itr kind 8 in all of its frames that has its animation (maybe you're using one frame but it's always nice to have animation). the dvx is always to the next frame of the animation. all of these frames have wait: 1 (otherwise the itrs won't work)
2. Unfortunately the hit_a hit_d timer won't work with itr kind 8 interfering, coz that dvx overrides all of the frame checks. so, we need a second object, type 3, that has state: 3005 and a wait: length long enough (duration of the shield lasting). Then, after the wait period it goes to a next: frame to opoint a char with the bdy to delete the shield.
3. this means we need another itr kind 8 in all of the flying frames, and you'd have to experiment with which itr overrides the other (I think the bottom itr overrides the top), so it'll detect the t0 bdy and delete itself after the time is up
4. the hitting frames lead back to the following you frames.
problem with this is if you have multiple instances of the same char, both doing the same move.
Azriel~

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