Poll: Do you like this weapon?
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Yeah, sure!
83.33%
5 83.33%
It's good, but not great...
16.67%
1 16.67%
Not at all.
0%
0 0%
Definitely not.
0%
0 0%
Total 6 vote(s) 100%
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[weapon] Magic scrolls!
#21
[Image: 13021752.png]
[Image: 90473251.png]
1st version ^
If you're interested in code...
    DC-Code:
<frame> 47 throwing
   pic: 7  state: 1002  wait: 0  next: 48  dvx: 0  dvy: 0  centerx: 22  centery: 33  hit_a: 0  hit_d: 0  hit_j: 0
    sound: data/063.wav 
  opoint:
      kind: 1  x: 20  y: 20  action: 60 dvx: 0  dvy: 0  oid: 1403  facing: 0
   opoint_end: 
   itr:
      kind: 0  x: 6  y: 16  w: 39  h: 19  dvx: 8  fall: 70  bdefend: 16  injury: 55  
      effect: 1  
   itr_end:
   bdy:
      kind: 0  x: 6  y: 16  w: 39  h: 19
   bdy_end:
<frame_end>
 
<frame> 48 throwing
   pic: 8  state: 9998  wait: 0  next: 49  dvx: 0  dvy: 0  centerx: 26  centery: 27  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 40  y: 0 action: 0 dvx: 0  dvy: 0  oid: 1404  facing: 0
   opoint_end: 
itr:
      kind: 0  x: 6  y: 16  w: 39  h: 19  dvx: 8  fall: 70  bdefend: 16  injury: 55  
      effect: 1  
   itr_end:
   bdy:
      kind: 0  x: 6  y: 16  w: 39  h: 19
   bdy_end:
<frame_end>

^ weapon frames, it summons 2 OIDs: "Black Hole effect" and Black Hole as another object.

    DC-Code:
<frame> 0 BH
pic: 0 state: 18 wait: 180 next: 1000 dvx: 0 dvy: 0 centerx: 120 centery: 280 hit_a: 0 hit_d: 0 hit_j: 0
itr: kind: 0 x: 0 y: -10 w: 228 h: 125 dvx: 0 dvy: -10000000 fall: 70 vrest: 7 bdefend: 60 injury: 1500 itr_end:
itr: kind: 0 x: 0 y: -10 w: 228 h: 125 dvx: 0 fall: 70 vrest: 7 bdefend: 60 injury: 500 effect: 4 itr_end:
<frame_end>

Black Hole ^

I used state: 18, so even creator is not safe...
These sprites will be improved. It's a test version.
@oliveryungo, what did you mean by asking for point of it? This stuff is used for nothing more than for fun playing lf2...
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#22
I mean like strategic use of it. The fire and ice scrolls can be easily explained (by the way, I dont like your ice scroll exp/whirlwind/thingy. Bit uncreative). But what would be the point of a black hole? I know Julian has a similar move in CE LF2 (the teleporting enemies thing) but it would only deal with enemies close. And I dont get your 'eats' thing....you mean it kills them?
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#23
(04-29-2010, 12:15 PM)oliveryungo Wrote:  And I dont get your 'eats' thing....you mean it kills them?

code Wrote:injury: 1500

Depends... but most chars don't have more then 1500 HP.
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#24
(04-29-2010, 12:36 PM)Alblaka Wrote:  Depends... but most chars don't have more then 1500 HP.
Yes, but it has to kill them COMPLETELY.
I can set the injuries less than 500 hp, but then we'd have to wait some time to let characters fall on the ground.
oliveryungo Wrote:And I dont get your 'eats' thing....you mean it kills them?
Yes, it kills them. Completely.
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#25
Well then you could also catch them and delete them. Would be more realistic, actually.

tbh, I'm not too fond of an item which is able to wipe out entire armies of opponents (or basically everybody, seeing that you've used state: 18). I rather think it'd be better if this "black hole" just lifts up the characters, similar to freeze's whirlwind (without the freezing-effect, that is). Maybe damage them a little (referring to Henry's flute-attack) as soon as they get closer to the black hole. The total damage per character should definitely not exceed 50hp (more like 10-30hp) as many can be hurt at the same time (tending to be overpowered).
Yes, Physics says: stuff that flies into a black hole does not come out the way it got in. Then, let's just say: this is not a black hole but a concentrated gravity-field which will hurt proximate characters lightly.

@Simon: lol, so much about not reading other people's posts :P
Fine, let's say, I emphasized your proposals. Also stated overpoweredness.

Haha, alright ;D
Though, I won't make a big fuss about all this. Aka, I won't resignate or something like MH did. :P - Simoneon


Simoneon edited this post 04-29-2010 03:40 PM because:
This is pretty much what I said. :P
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#26
^You've persuaded me. It's really TOO overpowered.
Well, so it will look THAT way:
    DC-Code:
<frame> 0 W
pic: 999 state: 18 wait: 1 next: 10 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 10 W
pic: 999 state: 18 wait: 60 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr: kind: 15 x: -24 y: -71 w: 258 h: 220 dvx: -12 dvy: -18 fall: 70 vrest: 200 bdefend: 16 zwidth: 76 itr_end:
itr: kind: 10 x: -34 y: -71 w: 142 h: 290 vrest: 1 injury: 1 zwidth: 76 itr_end:
itr: kind: 10 x: -97 y: -58 w: 258 h: 290 vrest: 1 injury: 1 zwidth: 55 itr_end:
<frame_end>
<frame> 1 W
pic: 999 state: 18 wait: 60 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr: kind: 15 x: -24 y: -71 w: 258 h: 220 dvx: -12 dvy: -18 fall: 70 vrest: 200 bdefend: 16 zwidth: 76 itr_end:
itr: kind: 10 x: -34 y: -71 w: 142 h: 290 vrest: 1 injury: 1 zwidth: 76 itr_end:
itr: kind: 10 x: -97 y: -58 w: 258 h: 290 vrest: 1 injury: 1 zwidth: 55 itr_end:
<frame_end>
<frame> 2 W
pic: 999 state: 18 wait: 60 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr: kind: 15 x: -24 y: -71 w: 258 h: 220 dvx: -12 dvy: -18 fall: 70 vrest: 200 bdefend: 16 zwidth: 76 itr_end:
itr: kind: 10 x: -34 y: -71 w: 142 h: 290 vrest: 1 injury: 1 zwidth: 76 itr_end:
itr: kind: 10 x: -97 y: -58 w: 258 h: 290 vrest: 1 injury: 1 zwidth: 55 itr_end:
<frame_end>

Used Simoneon's idea.
I'll leave state 18, but this effect will be activated a bit later than in two previous scrolls.
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#27
Now I'm working on the next scroll, but I encountered some difficulties (again...)
    DC-Code:
<bmp_begin>
file(0-3): sprite\scrolls\dark.bmp  w: 79  h: 9  row: 10  col: 7
file(4-7): sprite\scrolls\dark2.bmp  w: 37  h: 9  row: 2  col: 4
weapon_hit_sound: data\090.wav
weapon_drop_sound: data\090.wav
weapon_broken_sound: data\090.wav
<bmp_end>
 
<frame> 10 R
pic: 0 state: 9 wait: 2 next: 1 dvx: 5 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint: kind: 1 x: 39 y: 79 action: 20 dvx: -1 dvy: 0 oid: 1404 facing: 0 opoint_end:
<frame_end>
<frame> 1 R
pic: 1 state: 9 wait: 2 next: 2 dvx: 5 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint: kind: 1 x: 39 y: 79 action: 20 dvx: -1 dvy: 0 oid: 1404 facing: 0 opoint_end:
<frame_end>
<frame> 2 R
pic: 2 state: 9 wait: 2 next: 3 dvx: 5 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint: kind: 1 x: 39 y: 79 action: 20 dvx: -1 dvy: 0 oid: 1404 facing: 0 opoint_end:
<frame_end>
<frame> 3 R
pic: 1 state: 9 wait: 2 next: 10 dvx: 5 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint: kind: 1 x: 39 y: 79 action: 20 dvx: -1 dvy: 0 oid: 1404 facing: 0 opoint_end:
<frame_end>
 
<frame> 20 P
pic: 4 state: 3005 wait: 2 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 P
pic: 5 state: 3005 wait: 2 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 P
pic: 6 state: 3005 wait: 2 next: 23 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 P
pic: 7 state: 3005 wait: 2 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

The BMP part is missing.

BTW, it's id 1404. First 4 frames summon objects from the same ID.
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#28
Lol, I never knew ID:'s higher than 1000 were possible. I don't know why I thought they wouldn't, though.
Anyway,
file(0-3): sprite\scrolls\dark.bmp w: 79 h: 9 row: 10 col: 7
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#29
(05-04-2010, 04:52 PM)Reaper Wrote:  Anyway,
file(0-3): sprite\scrolls\dark.bmp w: 79 h: 9 row: 10 col: 7
0-3 is okay, this sprite has got 3 frames only...
I changed row to 3 and col to 1, but still nothing.

Sprites:
Dark:
[Image: darkp.png]
Dark2:
[Image: dark2b.png]
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#30
(05-04-2010, 05:56 PM)Moer12 Wrote:  
(05-04-2010, 04:52 PM)Reaper Wrote:  Anyway,
file(0-3): sprite\scrolls\dark.bmp w: 79 h: 9 row: 10 col: 7
0-3 is okay, this sprite has got 3 frames only...
I changed row to 3 and col to 1, but still nothing.

I lol'ed

0-3 = 0,1,2,3 = 4 pics
row 3 and col 1 = 3*1 = 3 pics

Actually, NOW you have 2 problems disabling bmp :D

Nevermind, i failed *faceclaw*


However: Check the picsizes, this is the cause of the problem in 80% of all cases.
dark.bmp needs to have a size of 240x10 and dark2.bmp needs 76x20
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