(11-18-2009, 03:50 PM)Neon Jackal Wrote: Why don't the custom characters I made use their special attacks when I verse them as NPCs?
I think sliva made the exe that load the flies dll have few other ids with new ai or so. You could use the existing Ai in the list below.
http://www.lf-empire.de/lfev9/en/lf2-emp...properties
Code:
Here ID's with special functions are noted.
1 deep's AI - melee
2 john's AI - melee
4 henry's AI - long ranged
5 rudolf's AI - long ranged, 10hp when opointed
6 louis' AI - melee, level 1 armor when not attacking doesn't prevent you from being frozen or burnt, 085.wav when hit, hit_ja available when hp < 1/3 (or lf2.net enabled)
7 firen's AI - melee, fuse to id: 51 frame 290 with 8 when hp < 1/3 (or lf2.net enabled)
8 freeze' AI - melee, fuse to id: 51 frame 290 with 7 when hp < 1/3 (or lf2.net enabled), balls turn into id: 209 when hit
9 dennis' AI - melee
10 woody's AI - melee
11 davis' AI - melee
31 hunter's AI - long ranged
32 mark's AI - melee
33 jack's AI - melee
34 sorcerer's AI - melee
35 monk's AI - melee
36 jan's AI - melee
37 knight's AI - melee, level 2 armor doesn't prevent you from being frozen or burnt, 085.wav when hit
38 bat's AI - melee
39 justin's AI - melee
50 louisEX' AI - melee, state: 9995 turns an object into id: 50
51 firzen's AI - melee, fusion of 7 and 8, fast mp regeneration, enemies in stage mode×2
52 julian's AI - melee, 10hp when opointed, level 2 armor prevents from being frozen or burnt, 002.wav when hit, fast mp regeneration, enemies in stage mode×3
(11-18-2009, 04:03 PM)MaGmaRinE Wrote: Think that you need to edit something in hex for the NPCs to use your char's moves
I was about to say that but my browser was slow .
Also you could use hit_j/a/d to control the existing ai .