(09-16-2009, 04:16 PM)Madara Uchiha Wrote: Well, i managed to complete the talking of a character, sadly there is a bug were after he talks he is supposed to attack you, instead after he talks he joins your team.
I think that you used a criminal which at the end of the "talking move" changes (state 80**) into chosen id.
In my mod I made it like this:
DC-Code:
<frame> 301 defend #this is "goblin's" data file pic: 0 state: 15 wait: 0 next: -302 dvx: 0 dvy: 0 centerx: 25 centery: 50 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 302 defend pic: 0 state: 15 wait: 140 next: 303 dvx: 0 dvy: 0 centerx: 25 centery: 50 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 0 y: 50 action: 10 dvx: 0 dvy: 0 oid: 998 facing: 10 opoint_end: <frame_end> <frame> 303 defend pic: 0 state: 15 wait: 135 next: -304 dvx: 0 dvy: 0 centerx: 25 centery: 50 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 0 y: 50 action: 11 dvx: 0 dvy: 0 oid: 998 facing: 10 opoint_end: <frame_end> <frame> 304 defend pic: 10 state: 15 wait: 66 next: 999 dvx: 0 dvy: 0 centerx: 25 centery: 50 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 0 y: 50 action: 12 dvx: 0 dvy: 0 oid: 998 facing: 10 opoint_end: <frame_end> |
Just make it like move of normal char which opoints a "talking bubble" ball
And in stage.dat just add act: and x: to appearing ENEMY, not criminal
DC-Code:
<phase> bound: 1000 id: 33 x: 500 hp: 100 act: 301 times: 1 #id of goblin with added act: 301 <phase_end> |
Huh?