03-23-2008, 10:07 PM
(This post was last modified: 03-23-2008, 10:09 PM by Silverthorn.)
ok, so... let's see...
It'd be way easier just to cut the hp in the first frame...
This would be the example then:
If you want to lose the hp at the end, and if you had a really long transformation progress, then, you'd need a whole lot more frames...
Just wanna know, are you planning to use more frames? Then, it'd make more sense to put the hp-decline to the end...
At the moment, you cannot really see, when exactly the char loses hp. And you could save a whole lot of work
btw, I feel sad for the poor Bandit in your siggy
It'd be way easier just to cut the hp in the first frame...
This would be the example then:
Code:
<frame> devision (I guess you mean division)
pic: 153 state: 15 wait: 1 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 25000
opoint:
kind: 1 x: 40 y: 79 action: 0 dvx: 0 dvy: 0 oid: 326 facing: 0
opoint_end:
wpoint:
kind: 1 x: 46 y: 49 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
If you want to lose the hp at the end, and if you had a really long transformation progress, then, you'd need a whole lot more frames...
Just wanna know, are you planning to use more frames? Then, it'd make more sense to put the hp-decline to the end...
At the moment, you cannot really see, when exactly the char loses hp. And you could save a whole lot of work

btw, I feel sad for the poor Bandit in your siggy

Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
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~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
» Gallery | » Sprites | » DeviantArt