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^You've persuaded me. It's really TOO overpowered.
Well, so it will look THAT way:
DC-Code:
<frame> 0 W
pic: 999 state: 18 wait: 1 next: 10 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 10 W
pic: 999 state: 18 wait: 60 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr: kind: 15 x: -24 y: -71 w: 258 h: 220 dvx: -12 dvy: -18 fall: 70 vrest: 200 bdefend: 16 zwidth: 76 itr_end:
itr: kind: 10 x: -34 y: -71 w: 142 h: 290 vrest: 1 injury: 1 zwidth: 76 itr_end:
itr: kind: 10 x: -97 y: -58 w: 258 h: 290 vrest: 1 injury: 1 zwidth: 55 itr_end:
<frame_end>
<frame> 1 W
pic: 999 state: 18 wait: 60 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr: kind: 15 x: -24 y: -71 w: 258 h: 220 dvx: -12 dvy: -18 fall: 70 vrest: 200 bdefend: 16 zwidth: 76 itr_end:
itr: kind: 10 x: -34 y: -71 w: 142 h: 290 vrest: 1 injury: 1 zwidth: 76 itr_end:
itr: kind: 10 x: -97 y: -58 w: 258 h: 290 vrest: 1 injury: 1 zwidth: 55 itr_end:
<frame_end>
<frame> 2 W
pic: 999 state: 18 wait: 60 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr: kind: 15 x: -24 y: -71 w: 258 h: 220 dvx: -12 dvy: -18 fall: 70 vrest: 200 bdefend: 16 zwidth: 76 itr_end:
itr: kind: 10 x: -34 y: -71 w: 142 h: 290 vrest: 1 injury: 1 zwidth: 76 itr_end:
itr: kind: 10 x: -97 y: -58 w: 258 h: 290 vrest: 1 injury: 1 zwidth: 55 itr_end:
<frame_end>
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Used Simoneon's idea.
I'll leave state 18, but this effect will be activated a bit later than in two previous scrolls.
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05-04-2010, 04:36 PM
(This post was last modified: 05-04-2010, 04:37 PM by SirisRhazael.)
Now I'm working on the next scroll, but I encountered some difficulties (again...)
DC-Code:
<bmp_begin>
file(0-3): sprite\scrolls\dark.bmp w: 79 h: 9 row: 10 col: 7
file(4-7): sprite\scrolls\dark2.bmp w: 37 h: 9 row: 2 col: 4
weapon_hit_sound: data\090.wav
weapon_drop_sound: data\090.wav
weapon_broken_sound: data\090.wav
<bmp_end>
<frame> 10 R
pic: 0 state: 9 wait: 2 next: 1 dvx: 5 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint: kind: 1 x: 39 y: 79 action: 20 dvx: -1 dvy: 0 oid: 1404 facing: 0 opoint_end:
<frame_end>
<frame> 1 R
pic: 1 state: 9 wait: 2 next: 2 dvx: 5 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint: kind: 1 x: 39 y: 79 action: 20 dvx: -1 dvy: 0 oid: 1404 facing: 0 opoint_end:
<frame_end>
<frame> 2 R
pic: 2 state: 9 wait: 2 next: 3 dvx: 5 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint: kind: 1 x: 39 y: 79 action: 20 dvx: -1 dvy: 0 oid: 1404 facing: 0 opoint_end:
<frame_end>
<frame> 3 R
pic: 1 state: 9 wait: 2 next: 10 dvx: 5 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint: kind: 1 x: 39 y: 79 action: 20 dvx: -1 dvy: 0 oid: 1404 facing: 0 opoint_end:
<frame_end>
<frame> 20 P
pic: 4 state: 3005 wait: 2 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 P
pic: 5 state: 3005 wait: 2 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 P
pic: 6 state: 3005 wait: 2 next: 23 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 P
pic: 7 state: 3005 wait: 2 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
|
The BMP part is missing.
BTW, it's id 1404. First 4 frames summon objects from the same ID.
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05-04-2010, 04:52 PM
(This post was last modified: 05-04-2010, 04:53 PM by Reaper.)
Lol, I never knew ID:'s higher than 1000 were possible. I don't know why I thought they wouldn't, though.
Anyway,
file(0-3): sprite\scrolls\dark.bmp w: 79 h: 9 row: 10 col: 7
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05-04-2010, 05:56 PM
(This post was last modified: 05-04-2010, 06:02 PM by SirisRhazael.)
(05-04-2010, 04:52 PM)Reaper Wrote: Anyway,
file(0-3): sprite\scrolls\dark.bmp w: 79 h: 9 row: 10 col: 7 0-3 is okay, this sprite has got 3 frames only...
I changed row to 3 and col to 1, but still nothing.
Sprites:
Dark:
Dark2:
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05-04-2010, 06:01 PM
(This post was last modified: 05-04-2010, 06:02 PM by Alblaka.)
(05-04-2010, 05:56 PM)Moer12 Wrote: (05-04-2010, 04:52 PM)Reaper Wrote: Anyway,
file(0-3): sprite\scrolls\dark.bmp w: 79 h: 9 row: 10 col: 7 0-3 is okay, this sprite has got 3 frames only...
I changed row to 3 and col to 1, but still nothing.
I lol'ed
0-3 = 0,1,2,3 = 4 pics
row 3 and col 1 = 3*1 = 3 pics
Actually, NOW you have 2 problems disabling bmp
Nevermind, i failed *faceclaw*
However: Check the picsizes, this is the cause of the problem in 80% of all cases.
dark.bmp needs to have a size of 240x10 and dark2.bmp needs 76x20
Version 1.10 out now!
Version 1.02 out now!
Version 1.22 out now!
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka
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05-04-2010, 06:19 PM
(This post was last modified: 05-04-2010, 06:19 PM by SirisRhazael.)
Heh, what a carp
Look here:
file(0-3): sprite\scrolls\dark.bmp w: 79 h: 9 row: 3 col: 1
height: 9... now I know what happened
EDIT: Hey I meant crap
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05-04-2010, 06:22 PM
(This post was last modified: 05-04-2010, 06:25 PM by Alblaka.)
Please don't tell me you have "normal" pics (like h>50) but used h:9 and didn't notice it o.o
@Phil: Ok, this is kinda lol ^^
May you should next time check the bmp line before instantly putting it as a problem into the forum ^^'
The Lost Global Mod edited this post 05-04-2010 06:24 PM because: |
kayz.. you don't want to hear it from him.. now you hear it from me.. yes indeed he used normal pics and used h: 9 |
Version 1.10 out now!
Version 1.02 out now!
Version 1.22 out now!
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka
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(05-04-2010, 06:22 PM)Alblaka Wrote: Please don't tell me you have "normal" pics (like h>50) but used h:9 and didn't notice it o.o
May you should next time check the bmp line before instantly putting it as a problem into the forum ^^' Sorry for that.
BTW, I'm gonna tell you what I am going to do.
So...
This scroll summons "Template" which can catch you. If he does, he'll transform into currently holded character, but also summon a special ball that'd attach to this transformed char; after 30 seconds that ball would injury and kill that character (transformed)
TA DAH!
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Won't work... instead, the transformed template will cross someone, the ball will switch over to the other guy and kill him instead of the transformed char ^^
Version 1.10 out now!
Version 1.02 out now!
Version 1.22 out now!
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka
Thanks given by:
Posts: 281
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Joined: May 2009
05-04-2010, 07:16 PM
(This post was last modified: 05-04-2010, 07:17 PM by SirisRhazael.)
(05-04-2010, 07:03 PM)Alblaka Wrote: Won't work... instead, the transformed template will cross someone, the ball will switch over to the other guy and kill him instead of the transformed char ^^ Will work. I'll modify bandit, adding him a special frame with transformation.
He'll appear when that template catches you.
Ball: I can use itr/kind: 8. I've seen this trick somewhere...
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