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looped skill with ending animation
#1
Yo, it's me again :D

So, when Firzen cannon ends he don't go into standing frame, he just activate frame 280,
but how when Firzen ball is looped?
Only hit_d: and hit_j: is seted to 280 (last, ending animation of Firzen Ball)
so here's the key? i made a skill using cpoint, guy catch enemy and attack him with series of punch,
but its looped (decerease used in cpoint makes end of this loop) and after he's done he's goin to standing frame,
but i want them to go into frame called catchingE (because its look better) now question HOW?
I tried to set hit_d:296 and mp: -1 but it's still dont working, help please! below there is code :D
sorry for my chaotic eng, but u know im not good at it at all XD...

Code:
<frame> 291 catchingLOOP
  pic: 141  state: 9  wait: 1  next: 292  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0
  opoint:
     kind: 1  x: 42  y: 61  action: 0  dvx: 1  dvy: 0  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 61  y: 29
     vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 54  y: 48  weaponact: 20  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 292 catching
  pic: 147  state: 9  wait: 1  next: 293  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0
 sound: data\014.wav
  opoint:
     kind: 1  x: 42  y: 41  action: 0  dvx: 2  dvy: -1  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 55  y: 28
     injury: 10  vaction: 132  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 61  y: 34  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 293 catching
  pic: 153  state: 9  wait: 1  next: 294  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0
  opoint:
     kind: 1  x: 42  y: 51  action: 0  dvx: 2  dvy: 0  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 61  y: 29
     vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 54  y: 48  weaponact: 20  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 294 catching
  pic: 154  state: 9  wait: 1  next: 295  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0
  opoint:
     kind: 1  x: 42  y: 41  action: 0  dvx: 1  dvy: -1  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 61  y: 29
     vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 54  y: 48  weaponact: 20  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 295 catching
  pic: 150  state: 9  wait: 1  next: 291  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0
 sound: data\014.wav
  opoint:
     kind: 1  x: 42  y: 41  action: 0  dvx: 2  dvy: 0  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 55  y: 28
     injury: 9  vaction: 132  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 61  y: 34  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 296 catchingE
  pic: 150  state: 7  wait: 1  next: 297  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 61  y: 34  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 297 catchingE
  pic: 149  state: 7  wait: 1  next: 298  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 61  y: 34  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  itr:
     kind: 0  x: 17  y: 13  w: 32  h: 67  dvx: 0  dvy: 0  fall: 70  vrest: 10  bdefend: 60  injury: 45  
     effect: 4
  itr_end:
  bdy:
     kind: 0  x: 19  y: 15  w: 28  h: 65
  bdy_end:
<frame_end>

<frame> 298 catchingE
  pic: 50  state: 7  wait: 1  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 60  y: 42  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  itr:
     kind: 0  x: 17  y: 13  w: 32  h: 67  dvx: 0  dvy: 0  fall: 70  vrest: 10  bdefend: 60  injury: 45  
     effect: 4
  itr_end:
  bdy:
     kind: 0  x: 19  y: 15  w: 28  h: 65
  bdy_end:
<frame_end>
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#2
The hit_d: only works like that with negative mp: - you are missing that here. Post the code where you tried that and it didn't work.
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#3
But is there a option that i can't stop that attack by pressing any button, and its ending with animation that i want? or that hit_d is needed?

@edit

Code:
<frame> 291 catchingLOOP
  pic: 141  state: 9  wait: 1  next: 292  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0 mp: -1
  opoint:
     kind: 1  x: 42  y: 61  action: 0  dvx: 1  dvy: 0  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 61  y: 29
     vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 54  y: 48  weaponact: 20  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 292 catching
  pic: 147  state: 9  wait: 1  next: 293  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0 mp: -1
 sound: data\014.wav
  opoint:
     kind: 1  x: 42  y: 41  action: 0  dvx: 2  dvy: -1  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 55  y: 28
     injury: 10  vaction: 132  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 61  y: 34  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 293 catching
  pic: 153  state: 9  wait: 1  next: 294  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0 mp: -1
  opoint:
     kind: 1  x: 42  y: 51  action: 0  dvx: 2  dvy: 0  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 61  y: 29
     vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 54  y: 48  weaponact: 20  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 294 catching
  pic: 154  state: 9  wait: 1  next: 295  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0 mp: -1
  opoint:
     kind: 1  x: 42  y: 41  action: 0  dvx: 1  dvy: -1  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 61  y: 29
     vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 54  y: 48  weaponact: 20  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 295 catching
  pic: 150  state: 9  wait: 1  next: 291  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 296  hit_j: 0 mp: -1
 sound: data\014.wav
  opoint:
     kind: 1  x: 42  y: 41  action: 0  dvx: 2  dvy: 0  oid: 231  facing: 1
  opoint_end:
  cpoint:
     kind: 1  x: 55  y: 28
     injury: 9  vaction: 132  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: -3
  cpoint_end:
  wpoint:
     kind: 1  x: 61  y: 34  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 296 catchingE
  pic: 150  state: 7  wait: 1  next: 297  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 61  y: 34  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
<frame_end>

<frame> 297 catchingE
  pic: 149  state: 7  wait: 1  next: 298  dvx: 0  dvy: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 61  y: 34  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  itr:
     kind: 0  x: 17  y: 13  w: 32  h: 67  dvx: 0  dvy: 0  fall: 70  vrest: 10  bdefend: 60  injury: 45  
     effect: 4
  itr_end:
  bdy:
     kind: 0  x: 19  y: 15  w: 28  h: 65
  bdy_end:
<frame_end>

<frame> 298 catchingE
  pic: 50  state: 7  wait: 1  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 60  y: 42  weaponact: 35  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  itr:
     kind: 0  x: 17  y: 13  w: 32  h: 67  dvx: 0  dvy: 0  fall: 70  vrest: 10  bdefend: 60  injury: 45  
     effect: 4
  itr_end:
  bdy:
     kind: 0  x: 19  y: 15  w: 28  h: 65
  bdy_end:
<frame_end>

Now with mp: -1 and hit_d

but still the same, here's video:
http://i.gyazo.com/69a363f357dba9bec6ecdf2e8e062c56.mp4
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#4
I don't think there's a way to go to a frame you want at the end of a loop using cpoint's decrease tag as a timer.

I would suggest you make the grabbing finish by default if you don't press anything instead. Unless you want this to work in F6, you can use hit_d: and mp: - to make your character continue the grabbing loop if you hold down back.
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#5
Yes, hit_d is required. However you can prevent the key from working by adding and impossibly high mp value to the frame it leads to - e.g.:
<frame> 296 mp: 600
You will still be able to stop it by pressing backwards while your character is touching the ground (this is used to stop Firens D>J like normal running).

Now the video cannot really show me that it doesn't stop into 296 correctly - or does it?

edit: good spot on the cpoint decrease STM - that can be removed or replaced with whatever Louis' whirlwind throw uses to not stop early.
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#6
YinYin Wrote:Now the video cannot really show me that it doesn't stop into 296 correctly - or does it?
No, cause when he's done he go into standing frame instead of ending this with changing color from yellow to normal.
Anyway ty for help bros but i decided to make that 30 frames more to make it with correct end.

@Edit

Now looks way better ;D
http://i.gyazo.com/9a6ce6e492ac1d428c86bd423eba8d3a.mp4
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