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[solved] [problem]How to add new criminal
#1
I make a new criminal ( Justin ) and here is the code :
    DC-Code:
<frame> 66 ?
   pic: 35  state: 0  wait: 7  next: 67  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 1039  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 67 ?
   pic: 36  state: 0  wait: 5  next: 68  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 1039  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 68 ?
   pic: 37  state: 0  wait: 10  next: 66  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 1039  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 69 ?
sound: data\013.wav 
   pic: 37  state: 0  wait: 2  next: 70  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 70 ?
   pic: 38  state: 0  wait: 2  next: 71  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 71 ?
   pic: 39  state: 8039  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


But In the game , when I hit the criminal then it just have the shadow . Why ? I think the mistake is on the:
    DC-Code:
bdy:
      kind: 1039 x: 21  y: 18  w: 43  h: 62
   bdy_end:

but I dunno how to make another kind: for justin , how can I do ???
My Release Project (Click to View)
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#2
right, you haven't edited your stage.dat
that's why you're getting the shadow, rather than the character come up methinks.
So use this link:
http://www.lf-empire.de/lfev9/en/lf2-emp.../166-stage
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#3
where's frame 39?

EDIT: ninja'ed
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#4
Oh yeah , now I can get it . Use kind: 10xx just work when hit and it'll turn to frame xx . Oh yeah , now it's working , and I had 2 new criminal , thanks .
Well , It's SOlved
My Release Project (Click to View)
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#5
so none of us were useful? XD
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#6
"right, you haven't edited your stage.dat"
No I do yet
but I have another question : How can I make for the Bat criminal new skin like bandit,justin,monk,etc...
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#7
the criminal transform back to themselves via state: 80xx so the sprite sheet will change.
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#8
    DC-Code:
<frame> 80 ?
   pic: 35  state: 0  wait: 7  next: 81  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 1083  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 81 ?	
   pic: 36  state: 0  wait: 5  next: 82  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 1083  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 82 ?
   pic: 37  state: 0  wait: 10  next: 80  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 1083  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 83 ?
sound: data\013.wav 
   pic: 37  state: 0  wait: 2  next: 84  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 84 ?
   pic: 38  state: 0  wait: 2  next: 85  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 85 ?
   pic: 39  state: 8038  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


This's the code . I think it transform to new sprite sheet yet but very weird when he use skill and hit
My Release Project (Click to View)
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#9
the pic number will be +140 when transform, did you take care of that?
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Thanks given by: truongdzuy
#10
Try this, just without the transform back thingy.

Your problem is that, you know, when you use state 80xx, each pic: in every frame is shifted by 140 (so pic 0 becomes 140, pic 13 becomes 153, pic 60 becomes 200).
This worked for the criminals because they only had 2 spritesheets, but for chars with more spritesheets you need to change each pic: that is 140 or higher into the number +140.

As bmps, you have

bat_0.bmp #0-69
bat_1.bmp #70-139
bat_0.bmp #140-209
bat_1.bmp #210-279
bat_2.bmp #280-349 (make sure you make it have 10 row 7 col)
bat_2.bmp #this is obligatory/unused, you could use anything here. #350-419 (same, 10 row 7 col)
bat_2.bmp #420 - anything

now if bat's special attacks is pic 140 to something, you add 140 to each pic. in that case the sprite stays 'normal', whether transformed or not.
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Thanks given by: truongdzuy




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