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Is this suppose to happen?
#11
manxeater Wrote:can you tell me how to do that?

ps. i said: its next to impossible not impossible for someone who is using state: 8xxx first time.

well, did you read this? May help you...

http://www.lf-empire.de/content/view/164...6/lang,en/
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#12
thanks everybody but that guide said If you want to transform into one of the original characters but im making my own char.

And when i try it, the clones just turn invisible unless they are using an attack.

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#13
# When you transform, the computer takes a frame's pic-number, adds 140 to it, and uses that pic instead. Because of this, you usually have to change the way the character's spritesheets are defined in the bmp-part. If you select the character from the menu, they'll use their normal sprites, but if you transform into him, they'll use the pic-number + 140 sprites.
# The computer calculates the number of pics using the product of the "row" and "col" parts of the file tag, so sometimes you'll have to "waste" pic-numbers to guarantee that the transformed character will use the proper sprites.
# In the bmp part, you have to remember that you are limited to 10 picture files!
# If a character has more than 140 pictures, you have to use pic 0 to 139 for the first 140 pictures and 280 to 419 for the following pictures.

these notes should help, don't they? Rephrasing dont change it :p
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#14
Ok i understand that pic 140+ is used for my guy but how should i change it?

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#15
dazzapizza Wrote:Ok i understand that pic 140+ is used for my guy but how should i change it?

ok this thing starts to get boring - never thought of looking into an example? This is the best way of learning stuff...

Well, here's one:
file(0-69): sprite\sys\davis_0.bmp w: 79 h: 79 row: 10 col: 7 #First_character_0
file(70-139): sprite\sys\davis_1.bmp w: 79 h: 79 row: 10 col: 7 #First_character_1
file(140-209): sprite\sys\davis_0.bmp w: 79 h: 79 row: 10 col: 7 #Second_character_0
file(210-279): sprite\sys\davis_1.bmp w: 79 h: 79 row: 10 col: 7 #Second_character_1
file(280-349): sprite\sys\davis_2.bmp w: 79 h: 79 row: 10 col: 7 #First_character_2
file(350-419): sprite\sys\davis_f.bmp w: 1 h: 1 row: 70 col: 1 #Imaginary_pictures
file(420-489): sprite\sys\davis_2.bmp w: 79 h: 79 row: 10 col: 7 #Second_character_2

THat's how you modify the header, the imaginary pic are juist there to "waste" pic-numbers, so the +140 works.

Then you can use the image numbers0-139 and 280-349 (or to 419, but since you dont have anymore images you wasted the numbers).

But since the original chars uses pic 0-209 or so you've to change every pic number above 140 - simply add 140...
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#16
i think i kinda get it. So all i change is the top part and not the bottom other stuff right?

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#17
dazzapizza Wrote:i think i kinda get it. So all i change is the top part and not the bottom other stuff right?

depends how many pics your character has. If you've less then 140 (so 0-139 max) you just have to correct the upper part.

If you've more then 140 pics you've to change some stuff:

1. in the bmp-part change the pics from 140-209 to 280-349 and in the frame-part change every pic-number which is 140 or 141 to 280 and 281. Yes this is much work, you can't change it (only if you would use the state 4000 thingy, but be sure - a char where you need a new exe will not be very succesful...)
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#18
MH-Razen Wrote:1. in the bmp-part change the pics from 140-209 to 280-349 and in the frame-part change every pic-number which is 140 or 141 to 280 and 281.

DANG!
no wonder i failed!
tip for dazza:use the ctrl+r feature and replace all.
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#19
hm, I always make it with Strg*F and search for "pic:" and look if it's over 140 or not / replace it or not...
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#20
Ok i think Ill abandon this guy and make another guy cuz this guy is causeing me too much stress.

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