05-13-2009, 02:19 PM
1) I think you'll need a combination of DC + hex to achieve that. Drawing text in lf2 kinda sucks... (the background of the text will be black, will have a crappy font).
My way of doing it:
In all injury frames of characters you'll opoint some object, with action 999. You will detour from the "I lost hp" part of the exe, and save the amount of damage somewhere. You will then hook the opoint function - you will check if the oid is your object, and if the action is 999:
*) If it is, you will change the action value, to the amount of hp lost. Then continue to opoint it.
*) If it isn't , you will just opoint it normally.
Now in your object, each frame represents how much damage you took. So if you took 251 damage, on frame 251 you will do some stuff to make the number 251 appear (I don't DC, so I couldn't tell you how to do it).
The problem with that is, you can only display up to 399 damage.
2) Give injury 999 in the data file. Hook the games main loop, choose a random address to store the damage, every time the loop iterates you increase the variable by 1-5(up to you really). When it reaches 500, you reset it to 100. When the game goes to read the injury file:
*)if it is 999, replace 999 with the value of the variable
*)if it isn't just use it normally.
3) What do you mean by critical hit? Goes to different frames? Or does more damage?
4) That would be quite a pain. No one bothered to fully document how lf2 loads/uses its resources....
My way of doing it:
In all injury frames of characters you'll opoint some object, with action 999. You will detour from the "I lost hp" part of the exe, and save the amount of damage somewhere. You will then hook the opoint function - you will check if the oid is your object, and if the action is 999:
*) If it is, you will change the action value, to the amount of hp lost. Then continue to opoint it.
*) If it isn't , you will just opoint it normally.
Now in your object, each frame represents how much damage you took. So if you took 251 damage, on frame 251 you will do some stuff to make the number 251 appear (I don't DC, so I couldn't tell you how to do it).
The problem with that is, you can only display up to 399 damage.
2) Give injury 999 in the data file. Hook the games main loop, choose a random address to store the damage, every time the loop iterates you increase the variable by 1-5(up to you really). When it reaches 500, you reset it to 100. When the game goes to read the injury file:
*)if it is 999, replace 999 with the value of the variable
*)if it isn't just use it normally.
3) What do you mean by critical hit? Goes to different frames? Or does more damage?
4) That would be quite a pain. No one bothered to fully document how lf2 loads/uses its resources....
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10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.

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