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10-17-2008, 05:31 AM
(This post was last modified: 10-20-2008, 10:01 AM by MH-Razen.)
you know those little chunks of ice that comes off the character when he gets out of ice?
is there a way i can hide it?
maybe is it possible to throw a bdy point somewhere and have the ice shrugged off there? or use dvy?
im no where near my laptop atm but im just collecting info for when i get it back
im making a move which allows the character escape from ice but i want to know if its possible to not show the ice.
also, im not sure if this is advanced dcing but i wanna know if its possible to warp to a ball that i hit an enemy with. what i mean is, i throw this ball that grabs an enemy on hit and holds him/her for a period of time. i want to know if i can warp to that ball and knock the enemy out.
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I guess that you can create an inpu in the ice frames that leads to 999. Correct me if I am wrong
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well yinyin said that ice will appear everytime you break from state 13
so changing the state in new frames will give you ice
i highly doubt that next: 999 would work
i need to change the state because the move im making teleports the character to ally.
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maybe you could use the method from "hide burning smoke" (mainsite)
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I agree with BP! Mainsite search first!
But here's my method:
Just delete all the ice-pics in the broken weapon sprite!
(mark, select black as second color, press delete!)^^
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the easy solution for the problem azriel mentioned is: shoot the ball ( i think it's a chaseball , am I right ) and within the move the char ends up in some kind of charging frames where you can't hit them. You can escape from these with lets say hit_ja: in case the ball don't hurt a char, but in case he hurt a char then a type 0 object with bdy at y: 1000 is activated and the itr/kind 8 in the chars charging frames (y: 1000, too) is activated, dvx works and the char moves to the hurt char... (same as azriel explained)
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