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itr kind: 8 (& the concept about special bdy)
#1
About 2-3 weeks ago i learned how to use itr/k8 and after learning it good,now i am writing this tutorial,because there can be a lot of guys who don't understand it and they want to learn it.


Here i will teach you (who don't use ik8) how to use it,but first i will talk about how it work.

Itr kind: 8 is used in john's healball.Games creator wanted to make john's healball's effect so they added itr/kind8.

Let's see frames of healball:
    DC-Code:
<frame> 50 healball
   pic: 24  state: 3002  wait: 3  next: 51  dvx: 0  dvy: 0  centerx: 40  centery: 26  hit_a: 9  hit_d: 55 hit_j: 0
   itr:
      kind: 8  x: 25  y: 13  w: 32  h: 34  dvx: 40  injury: 100  
   itr_end:
<frame_end>
 
<frame> 51 healball
   pic: 25  state: 3002  wait: 3  next: 52  dvx: 0  dvy: 0  centerx: 40  centery: 26  hit_a: 9  hit_d: 55 hit_j: 0
   opoint:
      kind: 1  x: 40  y: 39  action: 42  dvx: 0  dvy: 0  oid: 200  facing: 0
   opoint_end:
   itr:
      kind: 8  x: 25  y: 13  w: 32  h: 34  dvx: 40  injury: 100  
   itr_end:
<frame_end>
 
<frame> 52 healball
   pic: 26  state: 3002  wait: 3  next: 53  dvx: 0  dvy: 0  centerx: 40  centery: 26  hit_a: 09 hit_d: 55 hit_j: 0
   opoint:
      kind: 1  x: 40  y: 39  action: 44  dvx: 0  dvy: 0  oid: 200  facing: 0
   opoint_end:
   itr:
      kind: 8  x: 25  y: 13  w: 32  h: 34  dvx: 40  injury: 100  
   itr_end:
<frame_end>
 
<frame> 53 healball
   pic: 28  state: 3002  wait: 3  next: 54  dvx: 0  dvy: 0  centerx: 40  centery: 26  hit_a: 9  hit_d: 55 hit_j: 0
   itr:
      kind: 8  x: 25  y: 13  w: 32  h: 34  dvx: 40  injury: 100  
   itr_end:
<frame_end>
 
<frame> 54 healball
   pic: 27  state: 3002  wait: 3  next: 51  dvx: 0  dvy: 0  centerx: 40  centery: 26  hit_a: 9  hit_d: 55 hit_j: 0
   opoint:
      kind: 1  x: 40  y: 39  action: 42  dvx: 0  dvy: 0  oid: 200  facing: 0
   opoint_end:
   itr:
      kind: 8  x: 25  y: 13  w: 32  h: 34  dvx: 40  injury: 100  
   itr_end:
<frame_end>


As we see injury is 100,but we know that healball don't hurt characters,it give heal to them.So we see that injury has the opposite function here.Also it increase only the red line in HP.
Here are not vrest: or arest: because when ik8 touch a type0 bdy (and only type0 bdy),it heal it and it do this in only one bdy.After it touch the bdy,it is not disappeared,but it go to frame that is equal with dvy: value.
This means that dvy: is used to send healball in the frame that it is noticed (in this case frame that it send are stars),after it interact with a type0 bdy.
As we see dvx here is 40.So healball will go to frame 40:
    DC-Code:
<frame> 40 stars
   pic: 16  state: 3002  wait: 3  next: 41  dvx: 0  dvy: 0  centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\049.wav 
<frame_end>
 
<frame> 41 stars
   pic: 17  state: 3002  wait: 3  next: 42  dvx: 0  dvy: 0  centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 40  y: 39  action: 44  dvx: 0  dvy: 0  oid: 200  facing: 0
   opoint_end:
<frame_end>
 
<frame> 42 stars
   pic: 18  state: 3002  wait: 3  next: 43  dvx: 0  dvy: 0  centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 43 stars
   pic: 19  state: 3002  wait: 3  next: 1000  dvx: 0  dvy: 0  centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

As we know after character touch healball,some stars are still appeared (because after it is touched it go to stars frames and then stars are disappeared by next: 1000).
So,dvx is not used to throw the character away and dvy don't do that too (dvy don't have any function).

Fearures:
  • injury: increase the blood instead of decreasing it (but it has the dark red line limit)
  • dvx: send the object with ik8 in the frame that is wrote in it
  • ik8 don't throw the enemy (which means that dvy is not used,while dvx has a new function)
  • ik8 interact in all teams (friends,yourself and enemies)
  • ik8 interact only in one type: 0 objects (characters)


If we put dvx:'s with the value of frames which has ik8 too (which means that after ik8 will interact,it will go to frames which has ik8 too),we will see that object with ik8 stay with character.
Also if we put a large area in itr/k8,we will see that object image(sprite pic) which will interact will go to the bdy.
From this we learn that ik8 to send the itself (the object in which it is),to the bdy that it interacted.
So another fearure:
  • object with ik8 will go to the bdy that it interacted
Also if ik8 is t0,it will stay always with character,but if it is another type,it will not be not,if character fall.

I hope that you learned what is this "famous" ik8.


Now,we have the possibility to to use it for other things which are in out interest.
Some DCers has used it to create good DC effects (i am not talking about itr effects),to make their project attractive.
They wanted to used objects with ik8 in certain objects (or certain frames or certain objects).For that they gave to frames a special value bdy and in object that would be activated by these bdys,a special value in ik8.
What are special values?
Special values are given to bdy and ik8.These values have a weird y: which is the same in bdy and ik8,so this ik8 will be able to interact only with this bdy.
Example:
    DC-Code:
bdy:
 kind: 0 x: 0 y: 2000 w: 100 h: 500
bdy_end:
this is a special bdy and here is the possible itr which can interact with this bdy
itr:
kind: 8 x: 0 y: 2000 w: 70 h: 500 dvx: frame that it will go
itr_end:


the concept about special bdy (Click to View)
I hope you got the point of this.If you have answers,feel free to post answers here.
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#2
A super thanx for U man !!!!!!!!!!!!
This is one of the most things I ever wanted to learn but didn't find a tutorial.
I am really thankful.

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Thanks given by: Electric2Shock
#3

Example:
    DC-Code:
bdy:
 kind: 0 x: 0 y: 2000 w: 100 h: 500
bdy_end:
this is a special bdy and here is the possible itr which can interact with this bdy
itr:
kind: 8 x: 0 y: 2000 w: 70 h: 500 dvx: frame that it will go
itr_end:


no offence, this bdy and itr wont interact - y isnt the same and you should add a ":" after the itr_end and bdy_end
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Thanks given by: empirefantasy
#4
(07-26-2011, 07:29 AM)MH-Razen Wrote:  Example:
    DC-Code:
bdy:
 kind: 0 x: 0 y: 2000 w: 100 h: 500
bdy_end:
this is a special bdy and here is the possible itr which can interact with this bdy
itr:
kind: 8 x: 0 y: 2000 w: 70 h: 500 dvx: frame that it will go
itr_end:


no offence, this bdy and itr wont interact - y isnt the same and you should add a ":" after the itr_end and bdy_end

Sorry, i didn't noticed it.Anyways i corrected it.
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#5
I updated the tutorial,by adding there the explanation about "special bdy".
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