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Cpoint and state 100
#1
Hi there.
It's me in dc section again.

I wanna have a char that has 2 similiar moves with landing (state:100 -> frame 94).
One of them is just a flying move, which ends with a crouch, the second one is a move that catches enemy and flies with him, then ends up with a crouch but still holding the enemy.
Landing frames look pretty much the same, except for the cpoint part.

    DC-Code:
<frame> 94 jump_gravity_landing
   pic: 8  state: 9 wait: 0  next: 95  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 39  y: 74  weaponact: 24  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 40  w: 40  h: 35
   bdy_end:
               itr:
     kind: 0  x: 20  y: 15  w: 50 h: 65  effect: 0 dvy: 12  fall: 70  arest: 20  bdefend: 60  injury: 80  
   itr_end:
      cpoint:
      kind: 1  x: 44  y: 69   injury: 85  cover: 0  vaction: 138  throwvx: 0  throwvy: 0  throwinjury: -842150451  throwvz: -842150451
   cpoint_end:
<frame_end>
 
<frame> 95 jump_gravity_landing
   pic: 8  state: 9  wait: 1  next: 96  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   sound: data\016.wav
   opoint:
      kind: 1  x: 43  y: 80  action: 350  dvx: 0  dvy: 0  oid: 1222  facing: 0
   opoint_end:
   cpoint:
      kind: 1  x: 50  y: 51  cover: 0  vaction: 188  throwvx: 0  throwvy: -15  hurtable: 1  throwinjury: 30  throwvz: 0
   cpoint_end:
   wpoint:
      kind: 1  x: 39  y: 74  weaponact: 24  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 0  x: 20  y: 20  w: 50  h: 65  dvx: 0  dvy: 12  fall: 70  arest: 20  effect: 0  bdefend: 60  injury: 80
   itr_end:
   bdy:
      kind: 0  x: 25  y: 40  w: 40  h: 35
   bdy_end:
<frame_end>
 
<frame> 96 jump_gravity_landing
   pic: 90  state: 9 wait: 3  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 39  y: 75  weaponact: 24  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 40  w: 40  h: 35
   bdy_end:
<frame_end>


So i've tried to do it. And it works perfectly ok for the move when cpoint is used.
But if the frame 94 is being reached from the frame that has no cpoint, the action just cuts off.

Sooo my question is do you think it is possible to use landing frames for grabbing move and for another move without catching for the same character.

I thought of maybe using another opoint to grab and fly up, but since the move is supposed to be called from a standard catching frame already, it's going to be buggy, (if working even). Also if holding chara would be damaged meantime it's supposed to drop the enemy.
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#2
Hmm, I encountered something similar while working on Steiner - basically you aren't allowed to have a frame with cpoint when there isn't an enemy being grabbed (I had a move that went straight to such a frame, I pay the mana cost but nothing happens).

Seeing as the cpoint state 100 move has no problems going into frame 94, what I'll suggest is that for the non-cpoint move using state 100, you make the character opoint a dummy character(one that has state 3005 and deletes itself like a spectator) and grab him before proceeding with the rest of the move. If you get hit during the move, you are going to hurt and drop the dummy anyway so that it deletes itself.

Both attacks will then proceed as normal even when they land in frame 94 - you just need to take care that the dummy character doesn't become alive partway through all the post-94 frames, and the coordinates to make this dummy grab work is going to be very finnicky to figure out.

tl;dr - make the non-cpoint move cpoint; grab a dummy character.
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