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combat effect - parry
#4
itr:/k: 3
x, y, w, h: usual area things, same as kind: 0
vrest: just take Louis's r-catch-itr, there it says vrest: 7. Just to prevent any complications, take a value of 7 ;)
catchingact: frame the character will go when he hits a bdy (in Louis's case, these are the frames that are used for grabbing the opponent). Two numbers as it can be differentiated between front and back. Ex.: catchingact: 123 234
caughtact: frame that the caught character will go to. Again, two frames for differentiation. (Ex.: caughtact: 134 245)


The holding points have to be managed with cpoint:/k:1. The x/y-coordinates tell you the exact point where the char is being held. Not sure about the itr/k: 3-thing, you'll have to try it out.....


oh, yes, forgot about frame 111, you're right (it took me like forever to figure out what that frame is good for :P).


I assume, the ball's supposed to delete itself as soon as the other character has been brought to a special frame. Wonderful! :D
Just put a bdy into the character's frame and an itr/k: 8 into the ball. The dvx should lead to a frame which deletes it (with a next: 1000). kinda similar to that:
kind: 8 x: 0 y: 0 w: 80 h: 80 dvx: 150

<frame> 150 delete
pic:........... next: 1000 ............
<frame_end>


Hope this helps you ;)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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Messages In This Thread
combat effect - parry - by dubbleD - 12-13-2008, 01:46 PM
RE: combat effect - parry - by Silverthorn - 12-13-2008, 02:11 PM
RE: combat effect - parry - by dubbleD - 12-14-2008, 02:21 AM
RE: combat effect - parry - by Silverthorn - 12-14-2008, 10:22 AM
RE: combat effect - parry - by dubbleD - 12-15-2008, 04:05 AM



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