Posts: 283
Threads: 17
Joined: Aug 2008
08-24-2009, 11:44 AM
(This post was last modified: 08-24-2009, 12:39 PM by HappyHouR.)
1. MP drain problem: I tried to create mp drain move but failed .Is there anyone who made a working mp drain that actually drain mp from the victim.I could use help with that. Any ideas?
Heres my epic fail:
<frame> 121 catching
pic: 50 state: 9 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 153
cpoint:
kind: 1 x: 61 y: 39
vaction: 130 aaction: 122 taction: -232 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: -7
cpoint_end:
wpoint:
kind: 1 x: 60 y: 42 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
that worked
<frame> 153 Drain mp
pic: 52 state: 9 wait: 3 next: 121 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: -5
cpoint:
kind: 1 x: 58 y: 38
vaction: 154
cpoint_end:
wpoint:
kind: 1 x: 57 y: 46 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
this part didnt work
<frame> 154 picked_caught
pic: 53 state: 10 wait: 3 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: -5 or is it mp: 5? both didnt work
cpoint:
kind: 2 x: 41 y: 39
fronthurtact: 132 backhurtact: 131
cpoint_end:
wpoint:
kind: 1 x: 31 y: 56 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 14 w: 28 h: 66
bdy_end:
<frame_end>
2 Revive only once. I know about after death teachnic. Its just that i want a character to get revived only once.You got an idea?
question: how can you change direction on the ground without geting to frame 0 ? I know that state 0/1/2 also get you to frame 0.state:5/4 are good only to change direction in air(dash/jump/flying).
Thanks given by:
Posts: 1,003
Threads: 3
Joined: Mar 2008
1. Dunno where's the problem, maybe you should do 2 cought frames like 154 with a wait 0 to 155 which has a mp: -5, dunno if that works correctly, I'd need to test it myselfe
2. after reviving, transform your character in an indentically char who has the same attacks, etc. except for the reviving move
@question
I'm mostly using state: 4, bring the character in the air with a dvy: -1 in the first frame and give him dvy: 550 in every other frame of the move
Thanks given by:
Posts: 723
Threads: 29
Joined: Apr 2008
Maybe it's just that the mp: tags have too small an amount. 5 mp is hardly noticeable.
Slap me if that post was a stupid answer.
FOLLOW THE RULES!
Rule 1: English only (+10%, 1 week)
The forum is a meeting place for people from any nation to talk and have fun. Therefore, to ensure that everybody is able to participate and understand you, please stick to English with proper spelling and grammar.
Rule 2: Think before posting (+10%, 2 weeks)
Spam (posts that contain literally no useful information at all), off-topic discussion, gravedigs (posting in threads that have been inactive for several weeks) or generally senseless posts (posts that are hard or impossible to understand) of any form won't be accepted.
If you want to ask questions, search the Mainsite ( http://www.lf-empire.de) or the forums first to check if your enquiry has been answered elsewhere.
Rule 3: Etiquette (+30%, 2 weeks)
Generally, common sense applies here. Do not offend, harass, curse, show disrespect, or be rude towards anyone. Newcomers shall be treated, like anybody else, with respect.
Additionally, sexual or illegal content (such as pirated software, plagiarisms) are not allowed and will immediately be removed.
Rule 4: No multi-accounting (+40%, 1 month)
You may only have one single account on LFE. Bans will be allotted upon disregard.
Rule 5: Follow posting guidelines (+10%, 2 weeks)
- As LFE offers you to select differently colored themes, submitting posts with excessive color formatting is strongly prohibited as it possibly makes it hard to read them in other themes.
- If you submit an excerpt from .dat-files, use [code=dc]Your code here[/code] for clear presentation.
- Use descriptive titles when posting a thread. “Help” does not tell a whole lot.
- Click the [Solved]-button when a thread of yours has been cleared of your problems.
Rule 6: Follow profile guidelines (+10%, 2 weeks)
- Please keep your signatures under 150 pixels in size, including text. Refrain from using animated pictures as they can take longer to load on some computers. Using sounds or anything which interferes with the forum layout is forbidden.
- Do not upload avatars larger than 100 KB.
Rule 7: No backseat moderating (+10%, 1 week)
If you feel that a person has broken one of the above rules, please use the report-button located under each post. You may write the user a personal message (PM) but do not post in the respective thread to inform about the violation.
Grand Fonic Hymn - Orchestral Arrangement. Arranged by me. I promise it's not horribad.
Thanks given by:
Posts: 283
Threads: 17
Joined: Aug 2008
08-24-2009, 03:44 PM
(This post was last modified: 08-24-2009, 08:19 PM by HappyHouR.)
(08-24-2009, 12:20 PM)TheNave Wrote: 1. Dunno where's the problem, maybe you should do 2 cought frames like 154 with a wait 0 to 155 which has a mp: -5, dunno if that works correctly, I'd need to test it myselfe
2. after reviving, transform your character in an indentically char who has the same attacks, etc. except for the reviving move
@question
I'm mostly using state: 4, bring the character in the air with a dvy: -1 in the first frame and give him dvy: 550 in every other frame of the move
I think i thought about this solution too. It also appear in the mainsite stady exmple .What i dont like about it that it makes a use of character slot.
I got new idea which is pretty simple .You use after death teachnic & instead of deleting the ball you send the ball to frame with itk9 with y:-x x: -9999 w: 99999 zwidth: 99999 course it has to cover the whole map.Also the first & second frame of this ball need to have bodys at same height as the ik9 ball. in rebounding you make <frame> 30 ---> <frame> 31 ---> 1000. This prevent endless reviving.The reason why I didnt used 1000 in 30 cause it make sound.Kinda werid. I didnt test it yet But it does make sence. John can deflect his own ball duh!
That what i had in mind.Only problem is that the ball dosnt hit the character for some reason. I spawned this ball in frame 43 its hit the character and then go to frame 46 to prevent from any balls to revive the character again by use 3000 &ik9 (rebounding).
Code: <frame> 30 Revive once(rebounding)
pic: 999 state: 3005 wait: 0 next: 31 dvx: 0 dvy: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 Revive once(rebounding)
pic: 999 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 43 Revive once
pic: 999 state: 3000 wait: 0 next: 44 dvx: 0 dvy: 0 centerx: 39 centery: 79
bdy:
kind: 0 x: -9999 y: -99999 w: 99999 h: 27 zwidth: 9999
bdy_end:
<frame_end>
<frame> 44 Revive once
pic: 999 state: 3000 wait: 0 next: 45 dvx: 0 dvy: 0 centerx: 39 centery: 79
bdy:
kind: 0 x: -9999 y: -99999 w: 99999 h: 127 zwidth: 9999
bdy_end:
<frame_end>
<frame> 45 Revive once
pic: 999 state: 18 wait: 5 next: 46 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 1 w: 999 h: 999 dvx: 0 fall: -1 vrest: 7 bdefend: 0 injury: -600 effect: 5
itr_end:
<frame_end>
<frame> 46 Revive once
pic: 999 state: 3005 wait: 5 next: 46 dvx: 0 dvy: 0 centerx: 39 centery: 79
itr:
kind: 9 x: -9999 y: -99999 w: 99999 h: 127 zwidth: 9999 vrest: 0
itr_end:
<frame_end>
There is a problem the ball dosnt hit the character if I use it like in frames in the spolier above but if i use the frame in spolier bellow it does work .any ideas why?
<frame> 300 Reviving
pic: 999 state: 18 wait: 5 next: 1000 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 1 w: 999 h: 999 dvx: 0 fall: -1 vrest: 7 bdefend: 0 injury: -600 effect: 5
itr_end:
<frame_end>
About state: 5 thing .Its pretty clevaer to use dvy: -1 + dvy: 550 inorder to avoid falling.
(08-24-2009, 01:14 PM)Drahcir Wrote: Maybe it's just that the mp: tags have too small an amount. 5 mp is
hardly noticeable. Slap me if that post was a stupid answer.
Even so the scoreboard always show mp usage unless you use f6. I didnt press f6. Its dosnt take away mp from caught character.
Anyone has mp drain move that works?
Thanks given by:
Posts: 1,003
Threads: 3
Joined: Mar 2008
Frame 30 doesn't rebound the ball, it still stays in your team, the team changing only happens if the ball is punched by a t0-object, frame 30 or state 3003 is additional and has no real meaning
the reason why your 2nd code works is because it uses state 18, means it can it both, enemys and allys/yourselfe
for the mp draining stuff, check RLf2 if I remember right Jack had such a move...
Thanks given by:
Posts: 283
Threads: 17
Joined: Aug 2008
08-24-2009, 08:11 PM
(This post was last modified: 08-24-2009, 08:45 PM by HappyHouR.)
(08-24-2009, 07:15 PM)TheNave Wrote: Frame 30 doesn't rebound the ball, it still stays in your team, the team changing only happens if the ball is punched by a t0-object, frame 30 or state 3003 is additional and has no real meaning
the reason why your 2nd code works is because it uses state 18, means it can it both, enemys and allys/yourselfe
for the mp draining stuff, check RLf2 if I remember right Jack had such a move...
I think you misunderstood me. I meant to opoint a ball that hit you in lying frame after you died and then the ball goes to frame where its has itrk9 . Now if you died after the first time then the ball with ik9 from first death will cause those balls to rebound and dissappear & prevent endless reviving.
LOL really frame 1: high and large body frame --- >2: high and large body ---> frame 3 state 18 it0 this reive ---> frame 4 has ik9 that hit any new balls if died the second time and rebound them.
' Wrote:State 3000 - Ball Flying
State 3000 is the standard state for attacks. If the ball hits other attacks with this state, it'll go to the hitting frame (10). If it is hit by another ball or a character, it'll go to the the hit frame (20) or rebounding frame (30
John can rebound his own balls.Its has noting to do with teams . I just thought to use rebounding inorder to prevent reviving after the first time that all.
The ball that revive start at frame 43. look at spolier. i know it look werid. frame 43 > frame44 > frame 45 > frame 46
Code: <frame> 30 Revive once(rebounding)
pic: 999 state: 3005 wait: 0 next: 31 dvx: 0 dvy: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 Revive once(rebounding)
pic: 999 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 43 Revive once
pic: 999 state: 3000 wait: 0 next: 44 dvx: 0 dvy: 0 centerx: 39 centery: 79
bdy:
kind: 0 x: -9999 y: -99999 w: 99999 h: 27 zwidth: 9999
bdy_end:
<frame_end>
<frame> 44 Revive once
pic: 999 state: 3000 wait: 0 next: 45 dvx: 0 dvy: 0 centerx: 39 centery: 79
bdy:
kind: 0 x: -9999 y: -99999 w: 99999 h: 127 zwidth: 9999
bdy_end:
<frame_end>
<frame> 45 Revive once
pic: 999 state: 18 wait: 5 next: 46 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 1 w: 999 h: 999 dvx: 0 fall: -1 vrest: 7 bdefend: 0 injury: -600 effect: 5
itr_end:
<frame_end>
<frame> 46 Revive once
pic: 999 state: 3005 wait: 5 next: 46 dvx: 0 dvy: 0 centerx: 39 centery: 79
itr:
kind: 9 x: -9999 y: -99999 w: 99999 h: 127 zwidth: 9999 vrest: 0
itr_end:
<frame_end>
RLf2 = reinforced lf2 =?
Nave I guess i wasnt so clear.
Thanks given by:
Posts: 1,003
Threads: 3
Joined: Mar 2008
1. hmm, well then, how do you try to rebound the ball again? it only works if your character is facing in a different direction as the ball does
2. I mean, check the reinforced lf2 for the mana draining, not the reviving.... jack has a catching manadrain move
Thanks given by:
Posts: 283
Threads: 17
Joined: Aug 2008
08-24-2009, 09:11 PM
(This post was last modified: 08-24-2009, 09:53 PM by HappyHouR.)
(08-24-2009, 08:46 PM)TheNave Wrote: 1. hmm, well then, how do you try to rebound the ball again? it only works if your character is facing in a different direction as the ball does
2. I mean, check the reinforced lf2 for the mana draining, not the reviving.... jack has a catching manadrain move
I can slove the the rebound thing by making my ball opoint itself with ik9 to the other direction too so 2 balls will always rebound any new ball in lying frame.
The problem is that i opoint it in 2 first frames and it didnt go frame 43 cause if it did it would sure hit .
about jack from lf2 reinforced. Reinforced jack grab the enemy ,suck hp and gaining hp by press J raidply J...
<frame> 121 catching
DC-Code:
pic: 50 state: 9 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 315 hit_Ua: 300 hit_Da: 320
cpoint:
kind: 1 x: 64 y: 35
vaction: 130 aaction: 122 taction: -232 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: -7
cpoint_end:
wpoint:
kind: 1 x: 39 y: 45 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
|
DC-Code:
<frame> 315 catching
pic: 101 state: 9 wait: 1 next: 316 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: -1000
cpoint:
kind: 1 x: 61 y: 35
vaction: 130 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: 0
cpoint_end:
wpoint:
kind: 1 x: 40 y: 50 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> 316 catching
pic: 102 state: 9 wait: 3 next: 317 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: -30
sound: data\019.wav
cpoint:
kind: 1 x: 60 y: 36
injury: 12 vaction: 132 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: 5
cpoint_end:
wpoint:
kind: 1 x: 40 y: 50 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:
opoint:
kind: 1 x: 60 y: 36 action: 10 dvx: -5 dvy: 0 oid: 216 facing: 0
opoint_end:
<frame_end>
<frame> 317 catching
pic: 105 state: 9 wait: 1 next: 318 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 64 y: 35
vaction: 130 aaction: 122 taction: -232 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: -5
cpoint_end:
wpoint:
kind: 1 x: 40 y: 50 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> 318 catching
pic: 101 state: 9 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 315 hit_Ua: 300 hit_Da: 320
cpoint:
kind: 1 x: 64 y: 35
vaction: 130 aaction: 122 taction: -232 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: -7
cpoint_end:
wpoint:
kind: 1 x: 40 y: 50 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>
|
That was HP drain.
Anyone Know/Made Mod/Character that has mp drain move(without hexing)?
Thanks given by:
Posts: 1,003
Threads: 3
Joined: Mar 2008
Neji in NTSD can suck all manas... it's made like, that char has an I/k3 which brings the enemy to frame (f.e.) 300 and on frame 300 every char has wait 0 and a next to frame 301 which has an mp: -500(or -20, whatever you want)
oh ya and the char who drains the mps itselfe does go to a frame without cpoint, so the enemy isn't rly cought all the time, but brough to a certain frame only once on which he looses mana
oh also about your mp: -5, it's just like what drahcir said... a char has 500 mp, so 5 is 1%... and if the manabar is 100 pixels long, then 5 mp would be 1 pixel only... and that's really hard to notic, maybe it already worked and you just didn't notice
Thanks given by:
Posts: 283
Threads: 17
Joined: Aug 2008
(08-24-2009, 11:42 PM)TheNave Wrote: oh also about your mp: -5, it's just like what drahcir said... a char has 500 mp, so 5 is 1%... and if the manabar is 100 pixels long, then 5 mp would be 1 pixel only... and that's really hard to notic, maybe it already worked and you just didn't notice
its does work. k . also you can notice 5 mp useage. Even if you dont theres the scoreboard that show mp usage
Another problem not about mp thing .
I'm using Azriel hp lock trasformion method and it wont let me transform (wont let me press a in frame 268 )
Azriel can you tell me whats wrong?
Code: <frame> 265 Transform
pic: 0 state: 15 wait: 2 next: 265 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 266 hit_j: 0
<frame_end>
<frame> 266 Transform
pic: 1 state: 15 wait: 2 next: 266 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 267
<frame_end>
<frame> 267 Transform
pic: 2 state: 15 wait: 2 next: 267 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 268 hit_d: 0 hit_j: 0
<frame_end>frame 268 need fixing theres the problem if i press a it wont obey .
<frame> 268 Transform
pic: 3 state: 15 wait: 2 next: 268 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 273 :s hit_d: 0 hit_j: 0 hit_ja: 269
<frame_end>
<frame> 269 Transform
pic: 0 state: 15 wait: 1 next: 270 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 16000
<frame_end>
<frame> 270 Transform
pic: 1 state: 15 wait: 0 next: 270 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 271 hit_d: 271 hit_j: 271
<frame_end>
<frame> 271 Transform
pic: 2 state: 1700 wait: 0 next: 272 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: -15000
<frame_end>
<frame> 272 Transform
pic: 3 state: 1700 wait: 0 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 273 Transform
pic: 0 state: 15 wait: 1 next: 274 dvx: 0 dvy: 0 dvz: 0 centerx: 39 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> 274 Transform
pic: 0 state: 15 wait: 1 next: 275 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 43 y: 1079 action: 200 dvx: 0 dvy: 0 oid: 752 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> 275 Transform
pic: 0 state: 9 wait: 30 next: 999 dvx: 550 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 33 y: 57 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 3 x: 21 y: 1029 w: 43 h: 30 zwidth: 62 vrest: 7
catchingact: 276 276 caughtact: 130 130
itr_end:
<frame_end>
<frame> 276 Transform
pic: 0 state: 9 wait: 0 next: 276 dvx: 550 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 41 y: 1079
vaction: 1000 throwvx: 8 throwvy: -3 throwinjury: -1
cpoint_end:
wpoint:
kind: 1 x: 47 y: 49 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
<frame> 277 Transform
pic: 3 state: 15 wait: 0 next: 273 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
Problem: I managed to make revive ball that revive once but it dosnt work 100%.
I made revive ball that revive only once. most of the time works. like 90% but there is times there character wont get revived at all.
The ball supposed revive there character once and prevent endless reviving by spawning 2 balls facing left and right with ik9 .The ball start with body at same y lvl as the ik9. means it get rebound and dissapprear.
can you help make it work 100% ?
[code]
<frame> 30 Revive once(rebounding)
pic: 999 state: 3005 wait: 0 next: 31 dvx: 0 dvy: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 Revive once(rebounding)
pic: 999 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 34 Revive once
pic: 999 state: 3000 wait: 1 next: 35 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79
bdy:
kind: 0 x: -99999 y: -99999 w: 999999 h: 999 zwidth: 9999999
bdy_end:
<frame_end>
<frame> 35 Revive once
pic: 999 state: 18 wait: 5 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 3 x: -999 y: -100 w: 9999 h: 999 zwidth: 9999999 catchingact: 36 36 caughtact: 300 300 dvx: 0 fall: -1 vrest: 0
itr_end:
<frame_end>
<frame> 36 Revive once
pic: 999 state: 3005 wait: 0 next: 37 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79
cpoint:
kind: 1 x: 39 y: 79
vaction: 300
cpoint_end:
<frame_end>
<frame> 37 Revive once
pic: 999 state: 18 wait: 5 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79
opoint:
kind: 1 x: 39 y: 79 action: 38 facing: 0 oid: 5216
opoint_end:
itr:
kind: 0 x: -555 y: 79 w: 999 h: 99 dvy: 350 fall: -1 vrest: 7 bdefend: 0 injury: -500 effect: 5
itr_end:
<frame_end>
<frame> 38 Revive once
pic: 999 state: 3005 wait: 0 next: 39 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79
<frame_end>
<frame> 39 Revive once
pic: 999 state: 3005 wait: 0 next: 40 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79
opoint:
kind: 1 x: 39 y: 79 action: 40 facing: 1 oid: 5216
opoint_end:
<frame_end>
<frame> 40 Revive once
pic: 999 state: 3005 wait: 0 next: 40 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79
itr:
kind: 9 x: -99999 y: -99999 w: 999999 h: 999 zwidth: 9999999 vrest: 0 effect: 5
itr_end:
<frame_end>
Thanks given by:
|