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[solved] Clone hit problem
#11
(07-28-2009, 08:03 PM)Bamboori Wrote:  isn't that what i just said? :P

Oh sorry lolz. I thought about the other way around. Character turing into ball lolz.The self hit methid is good if you wanna make your clone do an action after being spawned. state 8000 makes the character go to the standing frame.
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#12
There no way with no ball or a changing in to ball please i need easy way ;/. Thanks Sorry 4 mistakes i'm from poland. ;]
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#13
(07-28-2009, 09:16 PM)Hax0r Wrote:  There no way with no ball or a changing in to ball please i need easy way ;/. Thanks Sorry 4 mistakes i'm from poland. ;]

You could Try also this. Opoint id 5 in frame that transform it into your character.This id has max of 10hp & it dosnt gain hp.

If you want you could just copy the code in the spoiler.
You just spawn Rudolf in frame that make him to trasform into your character using state 8xxx.Also pic 0-139 will be consider as 140-279.That all.

file(0-69): sprite\sys\yourcharacter_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\yourcharacter_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\yourcharacter_0.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\yourcharacter_1.bmp w: 79 h: 79 row: 10 col: 7
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#14
Great idea but i dont want edit other chars ;/
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#15
(07-28-2009, 09:53 PM)Hax0r Wrote:  Great idea but i dont want edit other chars ;/

It aint affecting rudolf. IT just a single frame that make him to trasform into your character. All the other ways will cause the character to gain hp after you set the hp . Using ball to selfhit your Clones could be very messy.I know cause i tried. it does work.


here the code with self hit .The clones will gain hp.


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#16
1. My post /\
2. After hit Dja he will turn back and i have attack on Dja
3. He will have ranged AI
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#17
(07-28-2009, 09:16 PM)Hax0r Wrote:  There no way with no ball or a changing in to ball please i need easy way
(07-28-2009, 09:53 PM)Hax0r Wrote:  Great idea but i dont want edit other chars ;/

Sry to disappoint you, but you want a clone move with limited hp, then you HAVE to do something.

Imo there are only 4 ways to do this (besides HEXing, which is REALLY difficult):
1. Make the clone hitting himself (which requires a ball) or make your char hitting the clones (It's pretty easy you only need state:18 and a special bdy).
2. Take id 52 (Julian) or id 5 (Rudolph) and give him a special summon frame, transforming into the clone (Works flawless and doesn't affect the chars).
3. Summon a ball which has hit_a: 490 and wait: 1 in his frame, which transforms into the clone afterwards (Not really THAT much complicated...)
4. Make the clone auto-disappearing (next: 1000) in all injured, lying, falling etc frames... will work same as having 10 hp.

Or you could even simply c&p one of the solutions that the guys above even given you as DC-Codes...
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Greetz,
Alblaka
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#18
(07-29-2009, 09:39 AM)Alblaka Wrote:  1. Make the clone hitting himself (which requires a ball) or make your char hitting the clones (It's pretty easy you only need state:18 and a special bdy).

What special bdy you have on mind?
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#19
like this

bdy:
kind: 0 x: 21 y: 1000000 w: 43 h: 62
bdy_end:

at some enormus y value
or

bdy:
kind: 0 x: -10000000 y: 1000000 w: 2000000000 h: 2000000000
bdy_end:

i giant body at a high y value
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#20
:thumbs up: 
hi,

I guess I'v found a few hours ago the answer to this problem :D.

just look at this exemple. I started editing a few days ago, and a friend of me asked me to edit an firzen to him, with a move that call 1 firen and 1 freeze with 10 hp (so it won't be a "broken char").

I'v done some tests and then I'v asked myself "I can't damage them that easly with that precision, exactly 490 pts", so, the only solution is to make the char sacrifices that much hp with an attack. In other words, I must force the char do a move for itself that sacrifices that much. my newbie DC solution is this, take a look at my chars code:


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FIRZEN:
    DC-Code:
<frame> 304 summon
   pic: 92  state: 15  wait: 1  next: 305  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 46  y: 49  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 305 summon
   pic: 102  state: 15  wait: 1  next: 306  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 40  y: 79  action: 397  dvx: 0  dvy: 0  oid: 7  facing: 10
   opoint_end:
   wpoint:
      kind: 1  x: 46  y: 49  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 306 summon
   pic: 101  state: 15  wait: 1  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 40  y: 79  action: 397  dvx: 0  dvy: 0  oid: 8  facing: 10
   opoint_end:
   wpoint:
      kind: 1  x: 46  y: 49  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

---------------------------------------------------------------
Then add to firen and freeze this frames:

    DC-Code:
<frame> 398 Summoned
   pic: 0  state: 10  wait: 1  next: 397  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79 hit_a: 396  hit_d: 396  hit_j: 396 hit_Fa: 396 hit_Fj: 396 hit_Uj: 396 hit_Dj: 396
   bpoint:
      x: 41  y: 35
   bpoint_end:
   wpoint:
      kind: 1  x: 29  y: 55  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 397 Summoned
   pic: 0  state: 10  wait: 1  next: 398  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79 hit_a: 396  hit_d: 396  hit_j: 396 hit_Fa: 396 hit_Fj: 396 hit_Uj: 396 hit_Dj: 396
   bpoint:
      x: 41  y: 35
   bpoint_end:
   wpoint:
      kind: 1  x: 29  y: 55  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 396 Summoned phase-2
   pic: 0  state: 0  wait: 1  next: 110  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  mp: 49100
   bpoint:
      x: 41  y: 35
   bpoint_end:
   wpoint:
      kind: 1  x: 29  y: 55  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Actually, I'v tested the chars a lot a times and ever works. not allways right at the moment, but works with no fail.
But as you can see, I'v put the summoned chars frames in a cycle with no body, so the chars cannot be alved, and with state 10, that make the chars to do not respond to any keys the AI uses. its only ways to get free from that "prision" is to use the right keys
to pass to next possible frame, frame 396. and when they does, they loses 490 hp and 100mp.
The only fail in this is that the char may have more than 10 hp :(.


I hope I'v helped ;)
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