02-06-2009, 07:10 AM
(05-07-2008, 05:14 PM)zxcv11791 Wrote: my current method. simple and works fairly wellthat the way zxcv11791 that was'nt a bad explaining
Quote:itr:
kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0
effect: 5
itr_end:
a little messy but it does its job. Huge range, continuously hits the opponent so his movments are slowed down, hit spark is hidden, fall of negative 1 so it dosent go into the injured frames, bdefend of 100 so that the objects on the field don't bounce around, and effect 5 so there isn't any sound.
sorry if i suck at explaining, its better to just try it out
problems:
-have to chose between destroying all objects on the field or having them bounce around since the itr continuously hits them. I chose to just destroy them since it got kinda annoying with the bouncing...
-fire problem, opponets stay on fire but don't fall down. I think its the fall: -1 that causes it. Usually when an opponent is hit by the fire effect he falls down. I think that with fall: -1 his fall points kinda decrease so he dosen't fall down anymore and just stays there in place on fire
Any way to fix the problems? Are there any unnessary codes in it? And are there any other more effiecent methods?
all you have to give it is a state 3005 without a shadow and that will slow down enemies, if you opoint it and you triple it will slow down an enemy to absolute zero
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