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02-18-2009, 12:23 PM
(This post was last modified: 02-18-2009, 12:24 PM by dubbleD.)
sorry. i had a feeling it wasnt enough
219 is the jan_chase heal ball
thats the thing thats meant to turn into pet.
431 is pet.
oh the 399 is something else. im using it as a dummy. The [email=http://www.lf-empire.de/forum/showthread.php?tid=14]Pet Thread[/email] thread suggested about moving the character up in y axis possibly to not show the burning_smoke so i made a dummy at frame 399 in the ball data with the character sprite to sit in place.
currently dont anymore time to go grab the rest of the code but its mainly based from the thread.
~its been a long time coming~
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yeah i know about the smoke already but im not concentrating on that atm, i'll fix that when i want lol
well the problem is it crashes the game. sorry i am so unspecific, what else do you need to know? im pretty sure i might need to say more.
~its been a long time coming~
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ok set a hit_Fa: 3 in frame 50 of jans healangel or (what would be even better)
make a copy of these frames and set the hit_Fa: 3 there. It might have to do with hit_Fa and opoints...
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you told you transformed? Then it's probably the bmp-part, can you post it?
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You forgot the 140+pics error.
If you transform anything into something else, it will add 140 to ALL "sprite: xxx" values of the dat.
That means, it tries to use pic 145 instead of 5 and generally, balls not even have 140 pics.
So it shows you an empty space.
For example here is the jan_chase part:
<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
If you transform anything into this ball, it will activate the 140+ trigger.
To prevent having somethign invisible, you simply make this:
<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
file(140-147): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(148-151): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
Should work ^^
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