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Hello I have one big question.
I wanna make a charackter witch fight with knife and sword.
So I have added him knifes in his pics.
Now the Problem:
I want a move witsch make that my charackter chance his attack pics
So..
<frag>Attack 60 #knife
chance into
<frag>Attack 200 #sword
I had the idea that he sumon a sword.
But I don´t want that he lose his sword when he fall.
He should the sword only use when I active the move again.
Is this Posible?
Sorry for my bad english
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08-07-2009, 02:48 PM
(This post was last modified: 08-07-2009, 02:50 PM by Reaper.)
If you want him to use his sword everytime he attacks, you could give the attack frames a special bdy: (somewhere high) and when he uses the move he summons a ball that reacts to the body in the first attack frame( itr/k: 3) and makes the char go to the other ones.
Then you could also let the ball disappear after the attack so he uses his knife again.
Problem: He uses the first attack frame before he goes to the new ones.
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Much easier way: You do your char twice, once with sword, once with knive and make the different types transforming into each other (aka switching weapon).
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@Albaka:
That Idea i have to but i will make it by more charackter and my stage modus is very big so if i do it so it cost for every charackter 2 id and more than 400 don´t go.
@Reaper:
Could you write me here a exemle
I think you mean:
<frame> 59 KNIFE
pic: 70 state: 3 wait: 4 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 24 y: 13 w: 33 h: 20000
bdy_end:
<frame_end>
<frame> 60 KNIFE
pic: 70 state: 3 wait: 1 next: 61 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 2 x: 27 y: 57 w: 40 h: 25 vrest: 1
itr_end:
bdy:
kind: 0 x: 28 y: 12 w: 33 h: 20000
bdy_end:
<frame_end>
<frame> 400 SWORDMOVE
pic: 70 state: 3 wait: 4 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 24 y: 13 w: 33 h: 20000
bdy_end:
opoint:
actives for instance firens ball in the same hig (20000)
more i don´t understand
<frame_end>
Sorry for my bad english
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08-07-2009, 04:45 PM
(This post was last modified: 08-07-2009, 04:56 PM by Reaper.)
ok, in the first knife frame you need a second body. First the normal one so that the character can be hit and then a second one like this:
bdy:
kind: 0 x: 24 y: 20000 w: 33 h: 20
bdy_end:
so it starts at the height 20000
In your move you create a ball without bdy or anything, but with an itr like this:
itr:
kind: 3 x: -9999 y: 20000 w: 9999 h: 10 zwidth: 500 vrest: 1 catchingact: xx caughtact: 400
itr_end:
So it has the same height but works on the whole stage/whatever. It should have a loop of frames( 40-41-42-40-...) to make it last forever. Catchingact: xx means that the ball goes to frame xx( 40 maybe or something else if you want him to disappear and not work again) caughtact: makes the caught character go to frame 400, means to the new sword attack( where you don't need a special bdy: anymore)
One thing to remember: A wide itr: needs some time to "scan" the field so give the frames a wait: 4 or something.(I guess you could also make a big bdy: and a small itr...)
@everybody: correct me if i made a mistake.
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It's nearly correct, just swap y: and h: in the bdy: of the knife frame as y: is where it starts and h: how far it goes from that point on and the itr: should be in all of the ball-frames( + it should be catchingact: 60 or something.)
Ok, so you create the new ball's data, give it an id: and make a move where the char summons it. Make sure that the ball is invisible.
Well, that mainly was it. When you punch, your character can get hurt when something hurts him very far up. The itr will do that and will lead him to frame 400.( itr/k:3 means catching. It catches the character and leads him and the ball itself to special frames determined in catchingact: and caughtact:.)
Now just copy the attack frames and edit the frame and sprite numbers to get the sword attack. I would recomment to use a frame number smaller than 400 as it otherwise might not work.
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