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[solved] Two Questions
#1
1- I want to make a ball which recovers the mp of the character it hits, does anybody knows how?

2- I want to make mp dependent transformation, it means that the transformed character will returns back to normal if no mp is left, does anybody knows how?

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#2
(06-15-2011, 02:49 PM)A-MAN Wrote:  1- I want to make a ball which recovers the mp of the character it hits, does anybody knows how?

2- I want to make mp dependent transformation, it means that the transformed character will returns back to normal if no mp is left, does anybody knows how?

1. An idea. First you create 2 frames.
One with state 17 that loop & on the second one you opoint beer on high y value off the screen .
The ball will bring the character to those frames via ik3(caught action)& also stop the looping(also by ik3).

frame 1 (high bdy)> frame 2(high bdy) opoint > frame 1 frame 1

spiecal(high) bdy for the ball ik3 to stop the this action.The character

Shouldn't be hit by attacks ,only by the ball so you won't see the beer falling.





2. you use mp: -x on running ,walking standing & other basic frames.At the standing frames you need to have hit_d: x =frame of transformation.

YinYin has something like that in his mod I think. Go check it.

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#3
i think u should have a look at this for the second part...
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#4
(06-15-2011, 02:49 PM)A-MAN Wrote:  1- I want to make a ball which recovers the mp of the character it hits, does anybody knows how?

And you have this kind of ball in original LF2.When john press D^J.
Te trick how it recover mp is that this ball have an itr kind8 which is used to recover hp.


@V
ooops.
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#5
(06-15-2011, 08:53 PM)empirefantasy Wrote:  
(06-15-2011, 02:49 PM)A-MAN Wrote:  1- I want to make a ball which recovers the mp of the character it hits, does anybody knows how?

And you have this kind of ball in original LF2.When john press D^J.
Te trick how it recover mp is that this ball have an itr kind8 which is used to recover mp.

Lol, mp not hp...
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#6
First of all sorry for the late reply.

Quote:1. An idea. First you create 2 frames.
One with state 17 that loop & on the second one you opoint beer on high y value off the screen .
The ball will bring the character to those frames via ik3(caught action)& also stop the looping(also by ik3).

frame 1 (high bdy)> frame 2(high bdy) opoint > frame 1 frame 1

spiecal(high) bdy for the ball ik3 to stop the this action.The character

Shouldn't be hit by attacks ,only by the ball so you won't see the beer falling.





2. you use mp: -x on running ,walking standing & other basic frames.At the standing frames you need to have hit_d: x =frame of transformation.

YinYin has something like that in his mod I think. Go check it.
I got your second idea but I didn't get the first. Where should I put the frames, with the character or with the ball.
And can U please give me an example showing how it should looks.
And where can I find YinYin's mod, or what is it called.



thanx after all.
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#7
One more thing how can I make a move that can take the hit character to a frame I want?
I remember reading about that but I don't remember where.
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#8
(06-19-2011, 12:16 PM)A-MAN Wrote:  One more thing how can I make a move that can take the hit character to a frame I want?
I remember reading about that but I don't remember where.
Similar to what HappyHour said, use an itr/kind: 3, then you can set your frame (or the frame of the ball if the itr/k: 3 is in there) with catchingact: xxx and the one of the hit character with caughtact: xxx. (xxx=frame number)
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#9
Quote:Similar to what HappyHour said, use an itr/kind: 3, then you can set your frame (or the frame of the ball if the itr/k: 3 is in there) with catchingact: xxx and the one of the hit character with caughtact: xxx. (xxx=frame number)
I tried it but It didn't work. THe character goes to that frame and stuck there without doing anything and even on a wrong Z axis .

here is the code:

Thats the ball
    DC-Code:
<frame> 0 flying
   pic: 0  state: 3000  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 35  centery: 50  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 3  x: 30  y: 41  w: 15  h: 14    catchingact: 999  caughtact: 393
   itr_end:
<frame_end>
 
<frame> 10 asdf
   pic: 0  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  
   opoint:
      kind: 1  x: 39 y: 79 action: 0 dvx: 550 dvy: 550 oid: 123 facing: 0
   opoint_end:
<frame_end>
 
 
<frame> 20 asdf
   pic: 0  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  
   opoint:
      kind: 1  x: 39 y: 79 action: 0 dvx: 550 dvy: 0 oid: 123 facing: 0
   opoint_end:
<frame_end>
 
<frame> 30 asdf
   pic: 0  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  
   opoint:
      kind: 1  x: 39 y: 79 action: 0 dvx: 550 dvy: 0 oid: 123 facing: 0
   opoint_end:
<frame_end>


And this is the frame for the character:

    DC-Code:
<frame> 393 asdf
   pic: 0  state: 17  wait: 3  next: 393  dvx: 0  dvy: 0  centerx: 39  centery: 79  
   bdy:
      kind: 0  x: 21  y: 18 w: 43  h: 62
   bdy_end:
   wpoint:
      kind: 1  x: 39  y: 79  weaponact: 31  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>


U shoudn't care about the special y value for now.
what's wrong?
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#10
The character frame is wrong. You have put the next: value to the same value so it is stuck there. You have also not given any hit_a, hit_d or hit_j value. It make the char be at that frame forever.
Suggestion:
In the ball, in frame: 0 give next: 999 if you wana start from frame: 0 again. Dont use next: 0.
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