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Special event after stage end
#1
2.0 
I was trying to make a special event in the stage or something
so after the stage ended
I summon an enemy
but the enemy ends up keep running to the GO-> direction....
I have tried the stage lock and put it in the stage data.
It work but it wouldn't be a special event anymore
cause what I want was to after the stage ended the player get to choose go to the next stage or stay
if the player stay in the stage for a certain amount of time the special event will pop up.

Here is the data:
Code:
stage.dat
        <phase> bound: 785
            id: 30  x: 750  act: 254  #Bandit_summon the fake character
            id: 30  x: 300  act: 252 # Bandit_summon speech
            id: 30  x: 2000 act: 256 hp: 0 #Bandit lock the stage
        <phase_end>

        <phase> bound: 786 This is where the special event comes out
            id: 30  x: 300  act: 257 # Bandit_summon speech
            id: 30  x: 300  act: 259 ratio: 2.0  #Bandit_summon the enemy
        <phase_end>
<stage_end>

id: 30 type: 0 bandit.dat
<frame> 252 message appear 1-1.3
  pic: 999  state: 10  wait: 0  next: 253
<frame_end>

<frame> 253 message appear 1-1.3
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 28  dvx: 0  dvy: 0  oid: 996  facing: 0
   opoint_end:
<frame_end>

<frame> 254 Evil appear
  pic: 999  state: 10  wait: 0  next: 255
<frame_end>

<frame> 255 Evil appear
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 133  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 256 1-1.3 stop
  pic: 999  state: 10  wait: 150  next: 1000
<frame_end>

<frame> 257 message appear 1-1.?
  pic: 999  state: 10  wait: 0  next: 258
<frame_end>

<frame> 258 message appear 1-1.?
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 29  dvx: 0  dvy: 0  oid: 996  facing: 0
   opoint_end:
<frame_end>

<frame> 259 template level A appear
  pic: 999  state: 10  wait: 0  next: 260
<frame_end>

<frame> 260 template level A appear
  pic: 999  state: 10  wait: 0  next: 1000
   opoint:
      kind: 1  x: 39  y: 0  action: 145  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 261 1-1.? template level A appear stop
  pic: 999  state: 10  wait: 1800  next: 1000
<frame_end>

id: 997 type: 3 stagemisc.dat *This is a bit messy 8P
----------------------------------------------------------------
Stage_1-1.3

* So this is where the stage starts before the special event
*A Fake character walks in
<frame> 127 Evil_walk near
   pic: 10  state: 15  wait: 3  next: 128  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 128 Evil_walk near
   pic: 11  state: 15  wait: 3  next: 129  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 129 Evil_walk near
   pic: 12  state: 15  wait: 3  next: 130  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 130 Evil_walk near
   pic: 11  state: 15  wait: 3  next: 131  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

*Leads to frame 132
<frame> 131 Evil_walk near
   pic: 10  state: 15  wait: 3  next: 127  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 40  hit_d: 132  hit_j: 0
<frame_end>

<frame> 132 Evil_standing
   pic: 7  state: 15  wait: 80  next: 176  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

*And summon itself in act 177 so the hit_a & hit_j thingy could work again
<frame> 176 Evil_standing
   pic: 7  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 177  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 133 Evil_appear
   pic: 999  state: 3005  wait: 20  next: 127  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 10
<frame_end>

<frame> 177 Evil_walk away
   pic: 9  state: 15  wait: 0  next: -178  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 178 Evil_walk away
   pic: 9  state: 15  wait: 3  next: 179  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 179 Evil_walk away
   pic: 10  state: 15  wait: 3  next: 180  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 180 Evil_walk away
   pic: 11  state: 15  wait: 3  next: 181  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 181 Evil_walk away
   pic: 12  state: 15  wait: 3  next: 182  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 182 Evil_walk away
   pic: 11  state: 15  wait: 3  next: 183  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

*This is where the special event leads to.
<frame> 183 Evil_walk away
   pic: 10  state: 15  wait: 3  next: 178  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 30  hit_d: 185  hit_j: 0
<frame_end>

---------------------------------------------------------------------------------
Stage_1-1.?

*This is where the special event start, fake character walking back
<frame> 134 Evil_walk near
   pic: 10  state: 15  wait: 3  next: 135  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 135 Evil_walk near
   pic: 11  state: 15  wait: 3  next: 136  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 136 Evil_walk near
   pic: 12  state: 15  wait: 3  next: 137  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 137 Evil_walk near
   pic: 11  state: 15  wait: 3  next: 138  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 138 Evil_walk near
   pic: 10  state: 15  wait: 3  next: 134  dvx: 5  dvy: 0  centerx: 39  centery: 79  hit_a: 20  hit_d: 139  hit_j: 0
<frame_end>

<frame> 139 Evil_standing
   pic: 7  state: 15  wait: 0  next: 140  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

<frame> 140 Evil_standing
   pic: 7  state: 15  wait: 0  next: 173  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

*And summon itself in act 141 so the hit_a & hit_j thingy could work again
<frame> 173 Evil_standing
   pic: 7  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 141  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 141 Evil_standing
   pic: 7  state: 15  wait: 80  next: 142  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

<frame> 142 Evil_standing blink
   pic: 8  state: 15  wait: 2  next: 141  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 250  hit_d: 143   hit_j: 0
<frame_end>

<frame> 143 Evil_standing
   pic: 7  state: 15  wait: 0  next: 144  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
<frame_end>

*And summon itself in act 146 so the hit_a & hit_j thingy could work again
<frame> 144 Evil_standing
   pic: 7  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0   hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 146  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 185 Evil_appear
   pic: 999  state: 15  wait: 800  next: -184  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 184 Evil_appear
   pic: 999  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 134  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 146 Evil_measuring
   pic: 13  state: 15  wait: 1  next: 147  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 147 Evil_measuring
   pic: 14  state: 15  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 148  dvx: 0  dvy: 0  oid: 997  facing: 0
   opoint_end:
<frame_end>

<frame> 148 Evil_measuring
   pic: 15  state: 15  wait: 0  next: 149  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 149 Evil_measuring
   pic: 7  state: 15  wait: 0  next: 148  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 5  hit_d: 26  hit_j: 0
<frame_end>

*This is where the enemy start to appear
<frame> 150 template level A appear
   pic: 37  state: 15  wait: 0  next: 151  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 151 template level A appear
   pic: 999  state: 15  wait: 0  next: 152  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 152 template level A appear
   pic: 38  state: 15  wait: 0  next: 153  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 153 template level A appear
   pic: 999  state: 15  wait: 0  next: 154  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 154 template level A appear
   pic: 39  state: 15  wait: 0  next: 155  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 155 template level A appear
   pic: 999  state: 15  wait: 0  next: 156  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 156 template level A appear
   pic: 40  state: 15  wait: 0  next: 157  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 157 template level A appear
   pic: 999  state: 15  wait: 0  next: 158  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 158 template level A appear
   pic: 41  state: 15  wait: 0  next: 159  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 159 template level A appear
   pic: 999  state: 15  wait: 0  next: 160  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 160 template level A appear
   pic: 42  state: 15  wait: 0  next: 161  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 161 template level A appear
   pic: 999  state: 15  wait: 0  next: 162  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 162 template level A appear
   pic: 43  state: 15  wait: 0  next: 163  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 163 template level A appear
   pic: 999  state: 15  wait: 0  next: 164  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 164 template level A appear
   pic: 44  state: 15  wait: 0  next: 164  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 164 template level A appear
   pic: 999  state: 15  wait: 0  next: 165  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 165 template level A appear
   pic: 45  state: 15  wait: 0  next: 166  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 166 template level A appear
   pic: 999  state: 15  wait: 0  next: 167  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 167 template level A appear
   pic: 46  state: 15  wait: 0  next: 168  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 168 template level A appear
   pic: 999  state: 15  wait: 0  next: 169  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 169 template level A appear
   pic: 46  state: 15  wait: 0  next: 170  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 170 template level A appear
   pic: 999  state: 15  wait: 0  next: 171  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 10  hit_d: 125  hit_j: 0
<frame_end>

<frame> 171 template level A appear
   pic: 46  state: 15  wait: 0  next: 172  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 172 template level A appear
   pic: 46  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 287  dvx: 0  dvy: 0  oid: 34  facing: 0
   opoint_end:
<frame_end>

<frame> 145 template level A_summon
   pic: 999  state: 3005  wait: 1500  next: 150  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 60
<frame_end>

Basically I think the problem is:
Once the stage ends, the enemy have to run into next stage unless u add a bandit to lock the stage.
However, if I do so, then the effect of "special event" won't work because the player could not go to the next stage during the time between Stage 1-1.3 and Stage 1-1.?
The data above is just trying to show my current situation that I have right now.
Doesn't really need to pay attention on it that much.
I am just trying to find any ways that can make a special event effect in the stage.
Any ideas guys?
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Messages In This Thread
Special event after stage end - by freezeex - 01-30-2009, 03:26 AM
RE: Special event after stage end - by freezeex - 01-31-2009, 02:55 AM



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