I began coding my own character(from experience, I can say that I have to touch that area waaaaay before sprites) and ran into some huge troubles.
I took Louis EX as my base. I put his normal attack(A) as Henry's windblast, but way weaker version. I also removed his second "Punch" row.
But now when I use attack, sometimes the character visibly disappears(comes back when I do anything) and the "backlash" of the attack never appears(the yellow lines on the ground).
The punching frames are:
The attack's entire file is:
And sometimes the attack doesn't seem to trigger either.
EDIT: I checked every single hit_a: as well, and the only one that had numbers was Louis EX's own blastpush, and there's no way that interrupted, or even made the character disappear.
EDIT2: I changed oid to 204(Henry's own wind file), and the sprite still didn't appear. That makes me think something is horribly wrong with the character's own code.
EDIT3: No "next:" pointed towards the deleted frames either...
I took Louis EX as my base. I put his normal attack(A) as Henry's windblast, but way weaker version. I also removed his second "Punch" row.
But now when I use attack, sometimes the character visibly disappears(comes back when I do anything) and the "backlash" of the attack never appears(the yellow lines on the ground).
The punching frames are:
Code:
<frame> 60 punch
pic: 210 state: 3 wait: 2 next: 61 dvx: 0 dvy: 0 dvz: 0 centerx: 36 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 83 y: 44 action: 20 dvx: -5 dvy: 0 oid: 669 facing: 1
opoint_end:
bdy:
kind: 0 x: 26 y: 12 w: 27 h: 68
bdy_end:
<frame_end>
<frame> 61 punch
pic: 211 state: 3 wait: 2 next: 62 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
opoint:
kind: 1 x: 73 y: 44 action: 0 dvx: 0 dvy: 0 oid: 669 facing: 0
opoint_end:
bdy:
kind: 0 x: 12 y: 9 w: 52 h: 68
bdy_end:
<frame_end>
<frame> 62 punch
pic: 212 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 11 y: 8 w: 54 h: 68
bdy_end:
<frame_end>
Code:
<bmp_begin>
file(0-23): kezeal\kezeal_tk.bmp w: 81 h: 82 row: 4 col: 6
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 flying
pic: 0 state: 3005 wait: 2 next: 1 dvx: 27 dvy: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 5 w: 78 h: 73 dvx: 25 fall: 70 vrest: 20 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3005 wait: 2 next: 2 dvx: 36 dvy: 0 centerx: 35 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 4 w: 80 h: 75 dvx: 18 fall: 60 vrest: 20 bdefend: 36 injury: 27
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 2 flying
pic: 2 state: 3005 wait: 1 next: 3 dvx: 27 dvy: 0 centerx: 36 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 2 y: 1 w: 78 h: 78 dvx: 13 fall: 40 vrest: 20 bdefend: 16 injury: 10
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 3 flying
pic: 3 state: 3005 wait: 1 next: 1000 dvx: 27 dvy: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 2 y: 3 w: 79 h: 75 dvx: 9 fall: 20 vrest: 20 bdefend: 16 injury: 10
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 10 hiting
pic: 0 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 0 centerx: 39 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 1 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 centerx: 47 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 2 state: 3001 wait: 1 next: 13 dvx: 0 dvy: 0 centerx: 57 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 3 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 67 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 2 next: 21 dvx: 0 dvy: 0 centerx: 51 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 centerx: 59 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 centerx: 54 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 54 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 4 state: 3003 wait: 1 next: 31 dvx: 0 dvy: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 5 state: 3003 wait: 1 next: 32 dvx: 0 dvy: 0 centerx: 46 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 32 rebounding
pic: 6 state: 3003 wait: 2 next: 33 dvx: 0 dvy: 0 centerx: 41 centery: 37 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 33 rebounding
pic: 7 state: 3003 wait: 2 next: 1000 dvx: 0 dvy: 0 centerx: 37 centery: 39 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 40 disappearing
pic: 0 state: 3005 wait: 1 next: 41 dvx: 0 dvy: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 41 disappearing
pic: 1 state: 3005 wait: 1 next: 42 dvx: 0 dvy: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 42 disappearing
pic: 2 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 28 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
EDIT: I checked every single hit_a: as well, and the only one that had numbers was Louis EX's own blastpush, and there's no way that interrupted, or even made the character disappear.
EDIT2: I changed oid to 204(Henry's own wind file), and the sprite still didn't appear. That makes me think something is horribly wrong with the character's own code.
EDIT3: No "next:" pointed towards the deleted frames either...