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[solved] Being hit then taking no damage, but gaining mp.
#1
Hey; I haven't been in this section for a long time :D.
Well straight to the point.

I need help on creating an attack were if you hit the opponent they take no damage and gain mp.
I tried giving my character an itrkind8 were he he has a special cooridinates. I gave all the characters punch a body, with the same one as the itrkind8. Still it doesn't work when they hit. Also for the gaining mp-thing. I don't have a clue how to do that.
Here's the Data:
Code:
------------------------------------------------------------------------------------------------------------------
----------------------------------------------Zero point breakthrough revised-------------------------------------
------------------------------------------------------------------------------------------------------------------



<frame> 261 ZeroPoint_Revised
   pic: 109  state: 15  wait: 7  next: 262  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 21  y: 28  w: 37  h: 76
   bdy_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 262 ZeroPoint_Revised
   pic: 110  state: 15  wait: 1  next: 263  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0  
   bdy:
      kind: 0  x: 21  y: 28  w: 37  h: 76
   bdy_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 263 ZeroPoint_Revised
   pic: 111  state: 15  wait: 2  next: 264  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 8  x: 1  y: 22  w: 1  h: 1  dvx: 70  injury: 0
   itr_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 264 ZeroPoint_Revised
   pic: 112  state: 15  wait: 3  next: 265  dvx: 0  dvy: 0  centerx: 38  centery: 100  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 8  x: 1  y: 22  w: 1  h: 1  dvx: 70  injury: 0
   itr_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 265 ZeroPoint_Revised
   pic: 113  state: 15  wait: 2  next: 266  dvx: 0  dvy: 0  centerx: 38  centery: 99  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 80  x: 1  y: 22  w: 1  h: 1  dvx: 70  injury: 0
   itr_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 266 ZeroPoint_Revised
   pic: 114  state: 15  wait: 3  next: 267  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 8  x: 1  y: 22  w: 1  h: 1  dvx: 70  injury: 0
   itr_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 267 ZeroPoint_Revised
   pic: 115  state: 15  wait: 2  next: 263  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 8  x: 1  y: 22  w: 1  h: 1  dvx: 70  injury: 0
   itr_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 268 ZeroPoint_Revised
   pic: 116  state: 15  wait: 1  next: 269  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 269 ZeroPoint_Revised
   pic: 109  state: 15  wait: 7  next: 999  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>



------------------------------------------------------------------------------------------------------------------
----------------------------------------------Zero point breakthrough revised-------------------------------------

Here's the move:
[Image: clip0157.gif]
[Image: variaboss.png]
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#2
so you want to create like a stance and if something is going to hit ya you're gaining mps instead of loosing health?
I could do it with hex but I guess it's kinda Impossible to do it with a DC-methode if that should work on all moves which are going to hit ya...
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#3
Couldn't I just do something like Rock Lee standing special thing? Instead when the itrkind8 hits it, it's goes to a frame that has a
-mp, which allows him to gain mp?

Also couldn't I just give most attacks a body, so this attack works?
[Image: variaboss.png]
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#4
Actually, i would know a solution for gaining a fixed amount of mp instead taking damage.
Delete the bdy of the char in his special move, make him spawn a T3 with the bdy, if T3 gets hit (state:3000) cause it to spawn a T0 where the char can react to via itr8.
After he reacted, he does a casual charge move (summoning invisible beer, reducing its hp to xy, so it will give you abc mp).

Bugs:
-Same, how powerful (or weak) the attack was, you will always gain the same amount of mp.
-Char will drop any carried weapon.
-The "drinking" will take some frames and the mp won't be gained instantly... which could actually seem creepy if the char gets hit multiple times in a row.


(01-14-2010, 04:48 PM)Madara Uchiha Wrote:  Couldn't I just do something like Rock Lee standing special thing? Instead when the itrkind8 hits it, it's goes to a frame that has a
-mp, which allows him to gain mp?

>>> Doesn't work
negative mp-tags can ONLY give you mp when you activate them via a key

Of course, you could also use the key-method instead the drinking one... but then you would need to press a button each time after you get hit XD


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Thanks given by: Madara Uchiha
#5
-let him create a ball with state: 3000 at y: 1000 with a normal bdy.
-all chars have their itrs on y: 1000 too.
-make him a bdy at y: 2000.
-in the hitting frames of the ball, it will catch the char to lead him to a frame where he gets mp (can only be one frame), leading back to the creating cycle.

edit: Ninja
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#6
What's with all the scary ninja faces!?
Shock

Well I will give it a try and report back.

Edit :Ninja
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#7
(01-14-2010, 04:48 PM)Madara Uchiha Wrote:  Couldn't I just do something like Rock Lee standing special thing? Instead when the itrkind8 hits it, it's goes to a frame that has a
-mp, which allows him to gain mp?

Also couldn't I just give most attacks a body, so this attack works?

I thought you want to gain mps equal to the injury you'd get
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#8
No. I was just going to make it so for 3 different types of attacks, you gain mp.
Edit: Here's the only problem I am having, the balls body seems to be so high. Also the it doesn't seem to active the characters itrkind8. Solutions?
[Image: clip0157.gif]
Tsuna data:
Code:
------------------------------------------------------------------------------------------------------------------
----------------------------------------------Zero point breakthrough revised-------------------------------------
------------------------------------------------------------------------------------------------------------------



<frame> 261 ZeroPoint_Revised
   pic: 109  state: 15  wait: 7  next: 262  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 21  y: 28  w: 37  h: 76
   bdy_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 262 ZeroPoint_Revised
   pic: 110  state: 15  wait: 1  next: 263  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0  
   bdy:
      kind: 0  x: 21  y: 28  w: 37  h: 76
   bdy_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 263 ZeroPoint_Revised
   pic: 111  state: 15  wait: 2  next: 264  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 8  x: 0  y: 9943  w: 2  h: -3  dvx: 70  injury: 0
   itr_end:
   opoint:
      kind: 1  x: 38  y: 57  action: 0  dvx: 0  dvy: 0  oid: 200  facing: 0
   opoint_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 264 ZeroPoint_Revised
   pic: 112  state: 15  wait: 3  next: 265  dvx: 0  dvy: 0  centerx: 38  centery: 100  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 8  x: 0  y: 9943  w: 2  h: -3  dvx: 70  injury: 0
   itr_end:
   opoint:
      kind: 1  x: 38  y: 57  action: 0  dvx: 0  dvy: 0  oid: 200  facing: 0
   opoint_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 265 ZeroPoint_Revised
   pic: 113  state: 15  wait: 2  next: 266  dvx: 0  dvy: 0  centerx: 38  centery: 99  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 8  x: 0  y: 9943  w: 2  h: -3  dvx: 70  injury: 0
   itr_end:
   opoint:
      kind: 1  x: 38  y: 57  action: 0  dvx: 0  dvy: 0  oid: 200  facing: 0
   opoint_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 266 ZeroPoint_Revised
   pic: 114  state: 15  wait: 3  next: 267  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 8  x: 0  y: 9943  w: 2  h: -3  dvx: 70  injury: 0
   itr_end:
   opoint:
      kind: 1  x: 38  y: 57  action: 0  dvx: 0  dvy: 0  oid: 200  facing: 0
   opoint_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 267 ZeroPoint_Revised
   pic: 115  state: 15  wait: 2  next: 263  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0  mp: -4
   itr:
      kind: 8  x: 0  y: 9943  w: 2  h: -3  dvx: 70  injury: 0
   itr_end:
   opoint:
      kind: 1  x: 38  y: 57  action: 0  dvx: 0  dvy: 0  oid: 200  facing: 0
   opoint_end:
   wpoint:
   kind: 1  x: 43  y: 9999   weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 268 ZeroPoint_Revised
   pic: 116  state: 15  wait: 1  next: 269  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 268  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 26  w: 34  h: 77
   bdy_end:
<frame_end>

<frame> 269 ZeroPoint_Revised
   pic: 109  state: 15  wait: 7  next: 999  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 26  w: 34  h: 77
   bdy_end:
<frame_end>



<frame> 270 Body
   pic: 999  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 0  y: 9943  w: 2  h: -3
   bdy_end:
<frame_end>



------------------------------------------------------------------------------------------------------------------
----------------------------------------------Zero point breakthrough revised-------------------------------------
------------------------------------------------------------------------------------------------------------------

Here's the ball data:
Code:
<bmp_begin>
file(0-89): sprite\sys\Tsuna_0.bmp  w: 97  h: 104  row: 10  col: 9
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>





<frame> 0 Body
   pic: 999  state: 3000  wait: 1  next: 1  dvx: 550  dvy: 550  dvz: 550  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 25  y: 27  w: 32  h: 75
   bdy_end:
<frame_end>

<frame> 1 Body
   pic: 999  state: 3000  wait: 0  next: 1000  dvx: 550  dvy: 550  dvz: 550   centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 25  y: 27  w: 32  h: 75
   bdy_end:
<frame_end>





<frame> 10 Body
   pic: 999  state: 3000  wait: 0  next: 11  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 11 Body
   pic: 999  state: 3000  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 22  y: 26  action: 270  dvx: 0  dvy: 0  oid: 2  facing: 0
   opoint_end:
<frame_end>




<frame> 20 Body
   pic: 999  state: 3000  wait: 0  next:21  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0 hit_j: 0
<frame_end>

<frame> 21 Body
   pic: 999  state: 3000  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 22  y: 26  action: 270  dvx: 0  dvy: 0  oid: 2  facing: 0
   opoint_end:
<frame_end>





<frame> 30 Body
   pic: 999  state: 3000  wait: 0  next: 31  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 31 Body
   pic: 999  state: 3000  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 38  centery: 104  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 22  y: 26  action: 270  dvx: 0  dvy: 0  oid: 2  facing: 0
   opoint_end:
<frame_end>

Also can someone please tell me a good Animation program, which is as good as AdGIF animator, but doesn't have that un-registered sign.
[Image: variaboss.png]
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#9
bambooris solution is a good start, but the catchpoint and so is not necessary:

- the char which should gain mp if he`s hurt dont has any bdys on y: 0 but on y: 1000
- every itr in every char, weapon and object need a copy of the itr @y: 1000 with injury: 0 and fall: 0 if I remember it right your char still go to the injured-frames with these itrs but dont take any damage and dont fall. If not experient a bit.
- Modify the injured frames of the hero - make them look like normal standing, let him fall down his weapon and activate a bottle in the back, add mp -500 and then hold the bottle with state 17 for one Frame (this is 500mp-method from advanced dc, of course you can just add mo with -50 and thats all....
Maybe Nave can create a staet to gain mp more easy here, up to him..

but a solution without catch is always better in my opinion... (sry bamboori ;))
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#10
Guys it's ok; I already have a way of gaining mp. The only thing I need help with, is getting my character to go to the itrkind8 frame, and getting the body to not be able to get hit in the air. Check my last post.
[Image: variaboss.png]
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