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A lot of dc questions
#1
Please answer the following questions as much as you can!!

1.How to decide the x and y of the object?Based on the character centerx?

2.The kind of opoint must be 1?

3.If I let other character use Julian big ball,what y should I use?Because Julian are taller?

4.If I want the character lose 500mp after a move,should i use mp: 0500?

The following is quoted from l_skill(DLA oid of DRLF2) id: 904
I wonder why the author use id: 904 again and again in l_skill.dat
It is already the file!?

And why some pic are 400 and negative sign for next: -138?
What is it?

    DC-Code:
file(0-23): sprite\sys\l_ball.bmp  w: 81  h: 82  row: 4  col: 6
file(24-30): sprite\sys\l_ball.bmp  w: 81  h: 82  row: 7  col: 1
file(31-43): sprite\sys\nice_fire.bmp  w: 129  h: 409  row: 13  col: 1
file(44-58): sprite\sys\nice_fire_exp.bmp  w: 199  h: 199  row: 5  col: 3
file(59-60): sprite\sys\l_ball.bmp  w: 81  h: 82  row: 2  col: 1
file(61-79): sprite\sys\l_ballex.bmp  w: 147  h: 148  row: 19  col: 1
file(80-80): sprite\sys\l_ballex2.bmp  w: 55  h: 124  row: 1  col: 1
file(81-89): sprite\sys\nice_ice.bmp  w: 159  h: 149  row: 9  col: 1
file(90-100): sprite\sys\l_ballex3.bmp  w: 199  h: 199  row: 10  col: 1
 
<frame> 135 flying
   pic: 400  state: 3005  wait: 4  next: 136  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\fire.wav  
<frame_end>
 
<frame> 136 flying
   pic: 400  state: 3005  wait: 8  next: 137  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 69  action: 143  dvx: 0  dvy: 0  oid: 904  facing: 0
   opoint_end:
<frame_end>
 
<frame> 137 flying
   pic: 400  state: 3005  wait: 8  next: -138  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 69  action: 144  dvx: 0  dvy: 0  oid: 904  facing: 0
   opoint_end:
<frame_end>
 
<frame> 138 flying
   pic: 400  state: 3005  wait: 8  next: 139  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 69  action: 144  dvx: 0  dvy: 0  oid: 904  facing: 0
   opoint_end:
<frame_end>
 
<frame> 139 flying
   pic: 400  state: 3005  wait: 8  next: 140  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 69  action: 143  dvx: 0  dvy: 0  oid: 904  facing: 0
   opoint_end:
<frame_end>
 
<frame> 140 flying
   pic: 400  state: 3005  wait: 8  next: -141  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 69  action: 142  dvx: 0  dvy: 0  oid: 904  facing: 0
   opoint_end:
<frame_end>
 
<frame> 141 flying
   pic: 400  state: 3005  wait: 8  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 69  action: 142  dvx: 0  dvy: 0  oid: 904  facing: 0
   opoint_end:
<frame_end>
 
<frame> 142 flying
   pic: 400  state: 3005  wait: 2  next: 145  dvx: 25  dvy: 0  dvz: 0  centerx: 39  centery: 69  hit_a: 0  hit_d: 0  hit_j: 70
<frame_end>
 
<frame> 143 flying
   pic: 400  state: 3005  wait: 2  next: 145  dvx: 50  dvy: 0  dvz: 0  centerx: 39  centery: 69  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 144 flying
   pic: 400  state: 3005  wait: 2  next: 145  dvx: 25  dvy: 0  dvz: 0  centerx: 39  centery: 69  hit_a: 0  hit_d: 0  hit_j: 30
<frame_end>
 
<frame> 145 flying
   pic: 400  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 69  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39  y: 79  action: 150  dvx: 0  dvy: 0  oid: 904  facing: 0
   opoint_end:
<frame_end>


Use code tags next time. ~ Alectric
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#2
3.If I let other character use Julian big ball,what y should I use?Because Julian are taller?
Shock
yep , you can let other character use Julian Big Ball , it's still work
this character don't need to taller



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#3
(02-21-2011, 05:43 AM)nwfb1658 Wrote:  1.How to decide the x and y of the object?Based on the character centerx?

Jup.
As well, the pictures position is based of this.

(02-21-2011, 05:43 AM)nwfb1658 Wrote:  2.The kind of opoint must be 1?

Yes, usually it's a 1.
However, if you want to summon a weapon the char is holding (aka Freeze Sword), you use opoint 2.

(02-21-2011, 05:43 AM)nwfb1658 Wrote:  3.If I let other character use Julian big ball,what y should I use?Because Julian are taller?

Just try and then change the opoint coordinates accordingly. Most likely yes, you will need to change it.

(02-21-2011, 05:43 AM)nwfb1658 Wrote:  4.If I want the character lose 500mp after a move,should i use mp: 0500?

mp: 500 will work as well ^^

(02-21-2011, 05:43 AM)nwfb1658 Wrote:  The following is quoted from l_skill(DLA oid of DRLF2) id: 904
I wonder why the author use id: 904 again and again in l_skill.dat
It is already the file!?
Check the data.txt. There should be a file mentioned under id 904.
(If there isn't and it's still loading, it was my something HEX-hardcoded)

(02-21-2011, 05:43 AM)nwfb1658 Wrote:  And why some pic are 400 and negative sign for next: -138?
What is it?
If you specify a pic higher then your actual pics (in this example the highest pic would be 100), you will get an invisible ball. State: 3005 deletes the shadow, making the object completely invisible (Note: It's still there and AI does know that. Players just can't see it. Not to confuse with Rudolphs "true" invisibility).
I'm using this often, if i need multiple opoints for a move, like creating many meteors in a row. The "controller" spawning the meteor is usually invisible.

A negative next will cause the object to turn around while going to the next frame.


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#4
Quote:1.How to decide the x and y of the object?Based on the character centerx?

the most easiest way as i did it with my chars Angel Adam ..Emmet...is that u open the sprite that u want to decide its x and y ( open it with paint ) and zoom to the frame u want and choose the SELECT tool and start from the corner of the frame..and cordinates will show up on the bottom '' INFORMATION BAR '' u will find Y x X
:P
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