Posts: 813
Threads: 17
Joined: Mar 2009
05-24-2009, 11:07 AM
(This post was last modified: 05-24-2009, 11:17 AM by Reaper.)
wouldn't it be possible to create a ball after the attack that blocks you if you try to do it again because it reacts with a special body in the first frame?
Problem would be that the char still makes one frame of the attack. But maybe he has an alternative attack? Or it leads to punching frames etc.
Edit: Lauli was ninja'd
Thanks given by:
Posts: 1,708
Threads: 34
Joined: Mar 2008
05-24-2009, 11:15 AM
(This post was last modified: 05-24-2009, 02:59 PM by Lauli.)
With the special attack the char creates a ball, that has a permanent itr at a special y-value.
If the char attempts to use the attack again he gets hit by the ball, because he has a fitting bdy to that ball.
Will look a bit messy, but I can't be bothered to explain anything more clean now. :P
Thanks given by:
Posts: 416
Threads: 56
Joined: Jan 2009
hmmm sounds not bad, but will mess the char sometimes,
and another (maybe possible) theory, will this work?
modify the all stage, the stage opoint invisible special weapon with speecial y value only once, and then if the character activate the move he'll pick the weapon and delete the weapon and do the move(a ball shooting move), so if the invisble special weapon already used even if u use the move, the ball won't opointed(how??)
Thanks given by:
Posts: 1,003
Threads: 3
Joined: Mar 2008
honsetly, forget all this weapon stuff, lauli's/reaper's methode is so much easier
Thanks given by:
Posts: 416
Threads: 56
Joined: Jan 2009
ok, but how to make ur own ball attack the original opointer? itr/k8?
Thanks given by:
Posts: 759
Threads: 43
Joined: Jul 2008
05-24-2009, 03:25 PM
(This post was last modified: 05-24-2009, 03:26 PM by no one.)
Yes, what else? itr/kind: 3 with state: 18 (that won't look good)?
Thanks given by:
Posts: 1,695
Threads: 60
Joined: Jan 2009
Easy way:
The move includes a small chargetime (wait:10) where the char has a special bdy at xy0000.
At the end of his move he summons a T3-ball with state 3005 (invisible, unlimited hits) that continously attacks on y: xy0000 (with injury:0 and fall:2).
Everytime the char trys to perform the attack, he will "mystically" get hit (not long, but long enough to stop the move).
OF course you can also use a state:18-itr/kind:3, but that would surely be more complex and maybe buggy...
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: 13
Threads: 2
Joined: Mar 2009
well' if your looking for another way you could put an invisible ball with a special itr/k: 8 in every stage, and when it will react with a special bdy of your character it will automaticly go to your chars place and will become the ball you want.
hope you understood
Thanks given by: