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[solved] vegeta data changing questions
#1
When I have data changing questions pertaining to my character Vegeta isntead of making multiple threads I'll ask them all here..

quick simple question for now... is it possible to make a punch always result in the DANCE OF PAIN? I use fall 60; but if they were punched beforehand then the attack will make the enemy fall..
If it's possible then I can get rid of the teleporting dirty fireworks and make it into a combo dirty fireworks which would be less cheap.

Thanks.
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#2
Not sure if it would work, but maybe you could do something with itr_kind: 3 and have it send the victim to the dance_of_pain frames.
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#3
Myself Wrote:fall:
0 ~ 20 the enemy would go to frame 220
21 ~ 40 the enemy would go to frames 222, 224
41 ~ 60 the enemy would go to frame 226
61 and above the enemy would go to frames 180, 186
negative values would not affect the enemy’s actions
fall values accumulate
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#4
(07-08-2011, 01:03 AM)Marshall Wrote:  
Myself Wrote:fall:
0 ~ 20 the enemy would go to frame 220
21 ~ 40 the enemy would go to frames 222, 224
41 ~ 60 the enemy would go to frame 226
61 and above the enemy would go to frames 180, 186
negative values would not affect the enemy’s actions
fall values accumulate

I'm aware of this. I'm just wondering if there is a way to make them reach the dance of pain no matter what their current fall value is.

(07-08-2011, 12:25 AM)Jed37 Wrote:  Not sure if it would work, but maybe you could do something with itr_kind: 3 and have it send the victim to the dance_of_pain frames.

Lol i don't know jack about itr_kind: values and what they do xD
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#5
I'm afraid you can not do it the normal way, since it's the values are accumulate.

You could try it by using a grab (state 9, itr kind 3, see Darklord's tutorial), then eventually use an itr fall 60. Might get buggy though.
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#6
Didn't U post yesterday a thread about a problem with galickkick (doesn't appear).
Because when I was replying to it ,it was gone.
And I think grabing with cpoint or ltr kind 3 folowed by the fall 60 hit would work
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#7
from 7:21 AM
(07-08-2011, 10:42 AM)A-MAN Wrote:  Didn't U post yesterday a thread about a problem with galickkick (doesn't appear).
Because when I was replying to it ,it was gone.
And I think grabing with cpoint or ltr kind 3 folowed by the fall 60 hit would work

It was for final galick gun - the images didn't appear but then i fixed it so I decided to delete it.

(07-08-2011, 06:07 AM)Neocrypt Wrote:  I'm afraid you can not do it the normal way, since it's the values are accumulate.

You could try it by using a grab (state 9, itr kind 3, see Darklord's tutorial), then eventually use an itr fall 60. Might get buggy though.

I guess I can try the grab technique.. that's how final galick gun works after all with the gut punch lol



Okay so I don't understand the 140 picture thing when transforming works
    DC-Code:
file(0-69): vegeta\normal\vegeta_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139): vegeta\normal\vegeta_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209): vegeta\normal\vegeta_2.bmp  w: 79  h: 79  row: 10  col: 7
file(210-212): vegeta\normal\vegeta_3.bmp  w: 159  h: 79  row: 3  col: 1
file(213-227): vegeta\normal\TransformSS.bmp w: 111 h: 121 row: 7 col: 2

Can someone do it as in example with this? :sly:
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#8
(07-08-2011, 08:44 PM)bashscrazy Wrote:  Okay so I don't understand the 140 picture thing when transforming works
    DC-Code:
file(0-69): vegeta\normal\vegeta_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139): vegeta\normal\vegeta_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209): vegeta\normal\vegeta_2.bmp  w: 79  h: 79  row: 10  col: 7
file(210-212): vegeta\normal\vegeta_3.bmp  w: 159  h: 79  row: 3  col: 1
file(213-227): vegeta\normal\TransformSS.bmp w: 111 h: 121 row: 7 col: 2

Can someone do it as in example with this? :sly:

It is similar with bandit,hunter,monk etc.

    DC-Code:
file(0-69): vegeta\normal\vegeta_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139): vegeta\normal\vegeta_0.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209): vegeta\normal\vegeta_1.bmp  w: 79  h: 79  row: 10  col: 7
file(210-297): vegeta\normal\vegeta_1.bmp  w: 79  h: 79  row: 10  col: 7
and continue so....
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#9
Problem still not solved..
however I have a new question.

ummm.. Can a character in their falling frames be caught by someone?
say an enemy is lauched into the air can my char jump into the air and grab them? kthnxbai

WHY WON'T IT WORK!?!?

    DC-Code:
<frame> 333 Spirit Breaking Cannon
   pic: 173  state: 9  wait: 1  next: 334  dvx: 550  dvy: 550  dvz: 0  centerx: 46  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 75
   wpoint:
      kind: 1  x: 40  y: 45  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 44  y: 2  w: 23  h: 47  dvx: 0  dvy: -25  fall: 70  vrest: 4  bdefend: 60  injury: 60  
   itr_end:
   bdy:
      kind: 0  x: 39  y: 6  w: 30  h: 68
   bdy_end:
   bdy:
      kind: 0  x: 20  y: 34  w: 33  h: 12
   bdy_end:
<frame_end>
<frame> 334 Spirit Breaking Cannon
   pic: 173  state: 9  wait: 10  next: 335  dvx: 550  dvy: 550  dvz: 550  centerx: 46  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 75
   wpoint:
      kind: 1  x: 40  y: 45  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   opoint:
      kind: 1  x: 30  y: 0  action: 193  dvx: 0  dvy: 0  oid: 401  facing: 0
   opoint_end:
   bdy:
      kind: 0  x: 39  y: 6  w: 30  h: 68
   bdy_end:
   bdy:
      kind: 0  x: 20  y: 34  w: 33  h: 12
   bdy_end:
<frame_end>


That kick opoints a ball that is supposed to catch enemey

    DC-Code:
<frame> 193 Spirit Breaking Cannon Catch
   pic: 10  state: 9  wait: 40  next: 1000  dvx: 0  dvy: 0  centerx: 20  centery: 22  hit_a: 0  hit_d: 0  hit_j: 0 
   itr:
      kind: 3  x: 0  y: 0  w: 81  h: 46  arest: 1 
      catchingact: 194 194  caughtact: 141 141  
   itr_end:
<frame_end>
<frame> 194 Spirit Breaking Cannon Catch
   pic: 10  state: 9  wait: 250  next: 1000  dvx: 550  dvy: 550 dvz: 550 centerx: 20  centery: 22  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 1  x: 190  y: 40
      vaction: 141  throwvz: -842150451  hurtable: 1 throwinjury: -842150451 
   cpoint_end:
<frame_end>


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#10
Spirit Breaking Cannon (Click to View)
So why won't teh damn ball catch the damn enemy?!?!?
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