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		<title><![CDATA[Little Fighter Empire - Forums - Advanced Data Changing]]></title>
		<link>https://lf-empire.de/forum/</link>
		<description><![CDATA[Little Fighter Empire - Forums - https://lf-empire.de/forum]]></description>
		<pubDate>Sat, 14 Nov 2026 04:45:43 +0000</pubDate>
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		<item>
			<title><![CDATA[Understanding YinYin's Sandbag]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=10807</link>
			<pubDate>Thu, 11 Jan 2018 23:25:55 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=7">STM1993</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=10807</guid>
			<description><![CDATA[I'm sure everyone is familiar with the <a href="https://www.lf-empire.de/forum/showthread.php?tid=5902" target="_blank" rel="noopener" class="mycode_url">sandbag</a> that <!--DVZ_ME#0--> released.<br />
However the DC behind it was never fully explained anywhere, and I had neither been bothered nor been able to decipher how it worked... until now.<br />
<br />
The Sandbag uses the same data file, but consists of 2 ids.<br />

		<span style='background-color: #FFFFFF; padding:2px; overflow: auto; color: #000;' title='DC'><pre class="dc" style="font-family&#58;monospace; display:inline;"><span style="color&#58; #800000; font-weight&#58; bold;">id&#58;</span> <span style="color&#58; #000000; font-weight&#58; bold;">88</span> <span style="color&#58; #800000; font-weight&#58; bold;">type&#58;</span> <span style="color&#58; #000000; font-weight&#58; bold;">0</span> <span style="color&#58; #800000; font-weight&#58; bold;">file&#58;</span> sandbag\v1&#46;dat
<span style="color&#58; #800000; font-weight&#58; bold;">id&#58;</span> <span style="color&#58; #000000; font-weight&#58; bold;">888</span> <span style="color&#58; #800000; font-weight&#58; bold;">type&#58;</span> <span style="color&#58; #000000; font-weight&#58; bold;">4</span> <span style="color&#58; #800000; font-weight&#58; bold;">file&#58;</span> sandbag\v1&#46;dat</pre></span><br />
The first one is a <span style="font-weight: bold;" class="mycode_b">char</span>. This allows you to select it in the menu, as well as serve as a <span style="font-weight: bold;" class="mycode_b">Dummy</span>.<br />
The second one is a weapon. This is what allows the sandbag to change teams, as well as be affected by a different amount of gravity. Anyone can hit a weapon, but a weapon can only hit enemies.<br />
<br />
The sandbag is meant to transform into a weapon via state: 8xxx (in this case, state: 8888).<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">When the game begins:</span><br />
<span style="font-weight: bold;" class="mycode_b">1)</span> Sandbag starts at frame 0. <br />
<span style="font-weight: bold;" class="mycode_b">2)</span> Gravity applied almost immediately; it is forced to go to frame 219(if its a char) or frame 60(if its a weapon). <br />
Doesn't really matter which one is the landing frame since both will lead to frame 63, which is the important frame here for now.<br />
<span style="font-weight: bold;" class="mycode_b">3)</span> Frame 63 - the sandbag opoint kind 2 a Dummy to be held by wpoint, and transforms itself into a Weapon via state 8888 at the same time.<br />
<span style="font-weight: bold;" class="mycode_b">4)</span> Sanddbag loops back to frame 0 due to transform, and then returns to frame 64, which is the idle frame used here.<br />
<br />
While all this is happening, <span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">the sandbag is still blinking</span></span>. This is actually an extremely important detail.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">When the blinking ends and the sandbag is hit by an enemy:</span><br />
This is NORMALLY what happens:<br />
<span style="font-weight: bold;" class="mycode_b">1)</span> Sandbag goes into frame 0-15 and changes to the enemy's team. However, the Dummy being held still belongs to Sandbag's original team.<br />
<span style="font-weight: bold;" class="mycode_b">2)</span> Sandbag lands into frame 60 - it has weaponact: 398, a hidden itr and a hidden bdy.<br />
<span style="font-weight: bold;" class="mycode_b">3)</span> Dummy in frame 398 opoints a 2nd dummy in frame 397, which has a hidden bdy. Since the dummy is a different team from Sandbag, Sandbag will hit the 2nd dummy.<br />
<span style="font-weight: bold;" class="mycode_b">4)</span> The 2nd dummy gets injured and goes to frame 220/222/224/226, which retaliates with an itr that hits the Sandbag, causing Sandbag to reset back to the dummy's team (and go to frame 0-15 again).<br />
<span style="font-weight: bold;" class="mycode_b">5)</span> Assuming the sandbag doesn't get hit again, now both Sandbag &amp; Dummy are the same team when they land in frame 60. Nothing is hit, so it goes to frame 61, where it deletes Dummy and creates a new Dummy in frame 63.<br />
<br />
So that's how YinYin made the Sandbag remember its team. But why does this behaviour only happen AFTER the first time Sandbag has been hit?<br />
That's where the fact that the original Dummy was made during the blinking comes in.<br />
<br />
---<br />
Have you ever noticed that when Rudolf or Julian creates clones/mirror images while blinking, those clones will also be blinking?<br />
Well, a character being held in wpoint during blinking will have some messed up behavior, as if the blinking state is being paused.<br />
<br />
A related bug is that if you ever changed the wait of a weapon in state 1004 lying on the floor to anything other than 0, the weapon has a high chance of not being able to opoint stuff properly when it is held in your hand. Its as though the weapon's frame is being frozen at the exact wait moment; so if you picked up a weapon in the 1st tu of the frame, it will opoint, but if you picked it up in the 2nd tu of the frame, despite being in the same frame it will not opoint properly.<br />
---<br />
<br />
I don't know the full details of this bug, but that's exactly what happens - <span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">the original Dummy failed to opoint the 2nd dummy</span></span>.<br />
<br />
Since the 2nd dummy is never opointed, Sandbag never gets injured and thus remains switched to the enemy's team. It deletes the original Dummy and makes a new one that would opoint properly, and from now on it will always remember the enemy's team.<br />
<br />
And that, is how YinYin's sandbag works - an absolute work of genius DCing.]]></description>
			<content:encoded><![CDATA[I'm sure everyone is familiar with the <a href="https://www.lf-empire.de/forum/showthread.php?tid=5902" target="_blank" rel="noopener" class="mycode_url">sandbag</a> that <!--DVZ_ME#0--> released.<br />
However the DC behind it was never fully explained anywhere, and I had neither been bothered nor been able to decipher how it worked... until now.<br />
<br />
The Sandbag uses the same data file, but consists of 2 ids.<br />

		<span style='background-color: #FFFFFF; padding:2px; overflow: auto; color: #000;' title='DC'><pre class="dc" style="font-family&#58;monospace; display:inline;"><span style="color&#58; #800000; font-weight&#58; bold;">id&#58;</span> <span style="color&#58; #000000; font-weight&#58; bold;">88</span> <span style="color&#58; #800000; font-weight&#58; bold;">type&#58;</span> <span style="color&#58; #000000; font-weight&#58; bold;">0</span> <span style="color&#58; #800000; font-weight&#58; bold;">file&#58;</span> sandbag\v1&#46;dat
<span style="color&#58; #800000; font-weight&#58; bold;">id&#58;</span> <span style="color&#58; #000000; font-weight&#58; bold;">888</span> <span style="color&#58; #800000; font-weight&#58; bold;">type&#58;</span> <span style="color&#58; #000000; font-weight&#58; bold;">4</span> <span style="color&#58; #800000; font-weight&#58; bold;">file&#58;</span> sandbag\v1&#46;dat</pre></span><br />
The first one is a <span style="font-weight: bold;" class="mycode_b">char</span>. This allows you to select it in the menu, as well as serve as a <span style="font-weight: bold;" class="mycode_b">Dummy</span>.<br />
The second one is a weapon. This is what allows the sandbag to change teams, as well as be affected by a different amount of gravity. Anyone can hit a weapon, but a weapon can only hit enemies.<br />
<br />
The sandbag is meant to transform into a weapon via state: 8xxx (in this case, state: 8888).<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">When the game begins:</span><br />
<span style="font-weight: bold;" class="mycode_b">1)</span> Sandbag starts at frame 0. <br />
<span style="font-weight: bold;" class="mycode_b">2)</span> Gravity applied almost immediately; it is forced to go to frame 219(if its a char) or frame 60(if its a weapon). <br />
Doesn't really matter which one is the landing frame since both will lead to frame 63, which is the important frame here for now.<br />
<span style="font-weight: bold;" class="mycode_b">3)</span> Frame 63 - the sandbag opoint kind 2 a Dummy to be held by wpoint, and transforms itself into a Weapon via state 8888 at the same time.<br />
<span style="font-weight: bold;" class="mycode_b">4)</span> Sanddbag loops back to frame 0 due to transform, and then returns to frame 64, which is the idle frame used here.<br />
<br />
While all this is happening, <span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">the sandbag is still blinking</span></span>. This is actually an extremely important detail.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">When the blinking ends and the sandbag is hit by an enemy:</span><br />
This is NORMALLY what happens:<br />
<span style="font-weight: bold;" class="mycode_b">1)</span> Sandbag goes into frame 0-15 and changes to the enemy's team. However, the Dummy being held still belongs to Sandbag's original team.<br />
<span style="font-weight: bold;" class="mycode_b">2)</span> Sandbag lands into frame 60 - it has weaponact: 398, a hidden itr and a hidden bdy.<br />
<span style="font-weight: bold;" class="mycode_b">3)</span> Dummy in frame 398 opoints a 2nd dummy in frame 397, which has a hidden bdy. Since the dummy is a different team from Sandbag, Sandbag will hit the 2nd dummy.<br />
<span style="font-weight: bold;" class="mycode_b">4)</span> The 2nd dummy gets injured and goes to frame 220/222/224/226, which retaliates with an itr that hits the Sandbag, causing Sandbag to reset back to the dummy's team (and go to frame 0-15 again).<br />
<span style="font-weight: bold;" class="mycode_b">5)</span> Assuming the sandbag doesn't get hit again, now both Sandbag &amp; Dummy are the same team when they land in frame 60. Nothing is hit, so it goes to frame 61, where it deletes Dummy and creates a new Dummy in frame 63.<br />
<br />
So that's how YinYin made the Sandbag remember its team. But why does this behaviour only happen AFTER the first time Sandbag has been hit?<br />
That's where the fact that the original Dummy was made during the blinking comes in.<br />
<br />
---<br />
Have you ever noticed that when Rudolf or Julian creates clones/mirror images while blinking, those clones will also be blinking?<br />
Well, a character being held in wpoint during blinking will have some messed up behavior, as if the blinking state is being paused.<br />
<br />
A related bug is that if you ever changed the wait of a weapon in state 1004 lying on the floor to anything other than 0, the weapon has a high chance of not being able to opoint stuff properly when it is held in your hand. Its as though the weapon's frame is being frozen at the exact wait moment; so if you picked up a weapon in the 1st tu of the frame, it will opoint, but if you picked it up in the 2nd tu of the frame, despite being in the same frame it will not opoint properly.<br />
---<br />
<br />
I don't know the full details of this bug, but that's exactly what happens - <span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">the original Dummy failed to opoint the 2nd dummy</span></span>.<br />
<br />
Since the 2nd dummy is never opointed, Sandbag never gets injured and thus remains switched to the enemy's team. It deletes the original Dummy and makes a new one that would opoint properly, and from now on it will always remember the enemy's team.<br />
<br />
And that, is how YinYin's sandbag works - an absolute work of genius DCing.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Character]Skill that may only be used once - issues and problems]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=10512</link>
			<pubDate>Tue, 06 Sep 2016 04:51:35 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=5853">AscheLeee</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=10512</guid>
			<description><![CDATA[Not sure if I should post a new topic or post in an old one which is 4 years old, so I hope I'm not doing anything wrong by posting this :x<br />
<br />
Hi everyone,<br />
<br />
Lately, I've been trying to add a skill to characters that can only be used once, using J+A via <a href="http://y2f.heliohost.org/index.php?current=Double%20Key%20Inputs.html" target="_blank" rel="noopener" class="mycode_url">Double Key Inputs</a><br />
<br />
The idea was to make an additional bdy underground, and then opoint a permanent state 18 projectile that will hit and interrupt the character if he tries to use the move again. (Derived that idea from some threads I've read on this forum)<br />
<br />
<div class="tborder spoiler"><div class="spoiler_header">Code <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';;this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">

		<table width='100%' border='0' style='table-layout:fixed;'><tr><td>
		<div class="geshicode_h" style='padding: 5px; background-color: #888888; border: 1px solid #AAAAAA; color: #000000;'>&nbsp;&nbsp;&nbsp;&nbsp;CHARACTER-Code:
			<div class="geshicode_b" style='background-color: #FFFFFF; padding-left: 5px; border: 1px solid #BBBBBB; overflow: auto; height: auto; max-height: 300px'><pre class="character" style="font-family&#58;monospace;">&lt;frame&gt; 210 LastWord&#95;start1
   pic&#58; 0  state&#58; 7  wait&#58; 28  next&#58; 390  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 
   sound&#58; data\sfx\CutinCinema&#46;wav
   bpoint&#58;
      x&#58; 43  y&#58; 36
   bpoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 23  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 18  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 390 LastWord&#95;start2
   pic&#58; 0  state&#58; 7  wait&#58; 3  next&#58; 391  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
  sound&#58; data\sfx\Hit&#95;Fire&#46;wav
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 23  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 18  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 391 LastWord&#95;explode
   pic&#58; 60  state&#58; 7  wait&#58; 3  next&#58; 392  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 48  y&#58; 81  action&#58; 109  dvx&#58; 0  dvy&#58; 0  oid&#58; 211  facing&#58; 1
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 35  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 22  y&#58; 24  w&#58; 35  h&#58; 58
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 392 LastWord&#95;nothing
   pic&#58; 61  state&#58; 7  wait&#58; 3  next&#58; 393  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 42  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   wpoint&#58;
      kind&#58; 1  x&#58; 28  y&#58; 54  weaponact&#58; 20  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 26  y&#58; 26  w&#58; 34  h&#58; 56
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 393 LastWord&#95;flame&#95;front
   pic&#58; 62  state&#58; 7  wait&#58; 0  next&#58; 394  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 42  y&#58; 41  action&#58; 0  dvx&#58; 0  dvy&#58; 0  oid&#58; 211  facing&#58; 30
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 15  y&#58; 36  weaponact&#58; 35  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 28  y&#58; 3  w&#58; 23  h&#58; 65
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 18  y&#58; 29  w&#58; 48  h&#58; 17
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 394 LastWord&#95;flame&#95;back
   pic&#58; 62  state&#58; 7  wait&#58; 3  next&#58; 395  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 42  y&#58; 41  action&#58; 0  dvx&#58; 0  dvy&#58; 0  oid&#58; 211  facing&#58; 31
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 15  y&#58; 36  weaponact&#58; 35  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 28  y&#58; 3  w&#58; 23  h&#58; 65
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 18  y&#58; 29  w&#58; 48  h&#58; 17
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 395 LastWord&#95;stars
   pic&#58; 61  state&#58; 1700  wait&#58; 3  next&#58; 396  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 42  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 40  y&#58; 39  action&#58; 40  dvx&#58; 0  dvy&#58; 0  oid&#58; 9001  facing&#58; 0
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 28  y&#58; 54  weaponact&#58; 20  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 26  y&#58; 26  w&#58; 34  h&#58; 56
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 396 LastWord&#95;permafire
   pic&#58; 60  state&#58; 7  wait&#58; 3  next&#58; 397  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 49  y&#58; 81  action&#58; 130  dvx&#58; 0  dvy&#58; 0  oid&#58; 211  facing&#58; 1
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 35  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 22  y&#58; 24  w&#58; 35  h&#58; 58
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 397 LastWord&#95;ban
   pic&#58; 0  state&#58; 0  wait&#58; 0  next&#58; 999  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 
   bpoint&#58;
      x&#58; 43  y&#58; 36
   bpoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 23  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 18  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
   opoint&#58;
      kind&#58; 1  x&#58; 41  y&#58; 900000  action&#58; 100  dvx&#58; 0  dvy&#58; 0  oid&#58; 223  facing&#58; 0
   opoint&#95;end&#58;
&lt;frame&#95;end&gt;</pre></div></div>
		</td></tr></table><br />
<br />

		<table width='100%' border='0' style='table-layout:fixed;'><tr><td>
		<div class="geshicode_h" style='padding: 5px; background-color: #888888; border: 1px solid #AAAAAA; color: #000000;'>&nbsp;&nbsp;&nbsp;&nbsp;BAN_SKILL-Code:
			<div class="geshicode_b" style='background-color: #FFFFFF; padding-left: 5px; border: 1px solid #BBBBBB; overflow: auto; height: auto; max-height: 300px'><pre class="ban&#95;skill" style="font-family&#58;monospace;">&lt;frame&gt; 100 LastWord&#95;ban
   pic&#58; 12  state&#58; 18  wait&#58; 0  next&#58; 101  dvx&#58; 0  dvy&#58; 0  centerx&#58; 40  centery&#58; 41  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 hit&#95;Fa&#58; 0
   itr&#58;
      kind&#58; 0  x&#58; -9922  y&#58; 27  w&#58; 99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   itr&#58;
      kind&#58; 0  x&#58; 9922  y&#58; 27  w&#58; -99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   opoint&#58;
      kind&#58; 1  x&#58; 128  y&#58; 42  action&#58; 102 dvx&#58; 0  dvy&#58; 0  oid&#58; 223  facing&#58; 0
   opoint&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 101 LastWord&#95;ban
   pic&#58; 12  state&#58; 18  wait&#58; 0  next&#58; 100  dvx&#58; 0  dvy&#58; 0  centerx&#58; 40  centery&#58; 41  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 hit&#95;Fa&#58; 0
   itr&#58;
      kind&#58; 0  x&#58; -9922  y&#58; 27  w&#58; 99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   itr&#58;
      kind&#58; 0  x&#58; 9922  y&#58; 27  w&#58; -99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   opoint&#58;
      kind&#58; 1  x&#58; 128  y&#58; 42  action&#58; 102 dvx&#58; 0  dvy&#58; 0  oid&#58; 223  facing&#58; 1
   opoint&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 102 LastWord&#95;ban&#95;shot
   pic&#58; 12  state&#58; 18  wait&#58; 0  next&#58; 102  dvx&#58; 444  dvy&#58; 0  centerx&#58; 40  centery&#58; 41  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 hit&#95;Fa&#58; 0
   itr&#58;
      kind&#58; 0  x&#58; -9922  y&#58; 27  w&#58; 99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   itr&#58;
      kind&#58; 0  x&#58; 9922  y&#58; 27  w&#58; -99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
&lt;frame&#95;end&gt;</pre></div></div>
		</td></tr></table><br />
</div></div>
<br />
I've been somewhat successful, however, there are a few problems...<br />
<br />
If two players use the same character, and one of them uses the skill, the other will not be able to use it.<br />
<br />
Also, Rudolf with his D^J would become immune to the projectile which limits skill usage.<br />
<br />
Are there any ways to fix these issues, or any better ways to add limited skills?]]></description>
			<content:encoded><![CDATA[Not sure if I should post a new topic or post in an old one which is 4 years old, so I hope I'm not doing anything wrong by posting this :x<br />
<br />
Hi everyone,<br />
<br />
Lately, I've been trying to add a skill to characters that can only be used once, using J+A via <a href="http://y2f.heliohost.org/index.php?current=Double%20Key%20Inputs.html" target="_blank" rel="noopener" class="mycode_url">Double Key Inputs</a><br />
<br />
The idea was to make an additional bdy underground, and then opoint a permanent state 18 projectile that will hit and interrupt the character if he tries to use the move again. (Derived that idea from some threads I've read on this forum)<br />
<br />
<div class="tborder spoiler"><div class="spoiler_header">Code <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';;this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">

		<table width='100%' border='0' style='table-layout:fixed;'><tr><td>
		<div class="geshicode_h" style='padding: 5px; background-color: #888888; border: 1px solid #AAAAAA; color: #000000;'>&nbsp;&nbsp;&nbsp;&nbsp;CHARACTER-Code:
			<div class="geshicode_b" style='background-color: #FFFFFF; padding-left: 5px; border: 1px solid #BBBBBB; overflow: auto; height: auto; max-height: 300px'><pre class="character" style="font-family&#58;monospace;">&lt;frame&gt; 210 LastWord&#95;start1
   pic&#58; 0  state&#58; 7  wait&#58; 28  next&#58; 390  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 
   sound&#58; data\sfx\CutinCinema&#46;wav
   bpoint&#58;
      x&#58; 43  y&#58; 36
   bpoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 23  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 18  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 390 LastWord&#95;start2
   pic&#58; 0  state&#58; 7  wait&#58; 3  next&#58; 391  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
  sound&#58; data\sfx\Hit&#95;Fire&#46;wav
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 23  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 18  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 391 LastWord&#95;explode
   pic&#58; 60  state&#58; 7  wait&#58; 3  next&#58; 392  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 48  y&#58; 81  action&#58; 109  dvx&#58; 0  dvy&#58; 0  oid&#58; 211  facing&#58; 1
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 35  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 22  y&#58; 24  w&#58; 35  h&#58; 58
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 392 LastWord&#95;nothing
   pic&#58; 61  state&#58; 7  wait&#58; 3  next&#58; 393  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 42  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   wpoint&#58;
      kind&#58; 1  x&#58; 28  y&#58; 54  weaponact&#58; 20  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 26  y&#58; 26  w&#58; 34  h&#58; 56
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 393 LastWord&#95;flame&#95;front
   pic&#58; 62  state&#58; 7  wait&#58; 0  next&#58; 394  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 42  y&#58; 41  action&#58; 0  dvx&#58; 0  dvy&#58; 0  oid&#58; 211  facing&#58; 30
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 15  y&#58; 36  weaponact&#58; 35  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 28  y&#58; 3  w&#58; 23  h&#58; 65
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 18  y&#58; 29  w&#58; 48  h&#58; 17
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 394 LastWord&#95;flame&#95;back
   pic&#58; 62  state&#58; 7  wait&#58; 3  next&#58; 395  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 42  y&#58; 41  action&#58; 0  dvx&#58; 0  dvy&#58; 0  oid&#58; 211  facing&#58; 31
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 15  y&#58; 36  weaponact&#58; 35  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 28  y&#58; 3  w&#58; 23  h&#58; 65
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 18  y&#58; 29  w&#58; 48  h&#58; 17
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 395 LastWord&#95;stars
   pic&#58; 61  state&#58; 1700  wait&#58; 3  next&#58; 396  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 42  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 40  y&#58; 39  action&#58; 40  dvx&#58; 0  dvy&#58; 0  oid&#58; 9001  facing&#58; 0
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 28  y&#58; 54  weaponact&#58; 20  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 26  y&#58; 26  w&#58; 34  h&#58; 56
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 396 LastWord&#95;permafire
   pic&#58; 60  state&#58; 7  wait&#58; 3  next&#58; 397  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0
   opoint&#58;
      kind&#58; 1  x&#58; 49  y&#58; 81  action&#58; 130  dvx&#58; 0  dvy&#58; 0  oid&#58; 211  facing&#58; 1
   opoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 35  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 22  y&#58; 24  w&#58; 35  h&#58; 58
   bdy&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 900000  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 397 LastWord&#95;ban
   pic&#58; 0  state&#58; 0  wait&#58; 0  next&#58; 999  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0  centerx&#58; 39  centery&#58; 79  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 
   bpoint&#58;
      x&#58; 43  y&#58; 36
   bpoint&#95;end&#58;
   wpoint&#58;
      kind&#58; 1  x&#58; 27  y&#58; 54  weaponact&#58; 23  attacking&#58; 0  cover&#58; 0  dvx&#58; 0  dvy&#58; 0  dvz&#58; 0 
   wpoint&#95;end&#58;
   bdy&#58;
      kind&#58; 0  x&#58; 21  y&#58; 18  w&#58; 43  h&#58; 62
   bdy&#95;end&#58;
   opoint&#58;
      kind&#58; 1  x&#58; 41  y&#58; 900000  action&#58; 100  dvx&#58; 0  dvy&#58; 0  oid&#58; 223  facing&#58; 0
   opoint&#95;end&#58;
&lt;frame&#95;end&gt;</pre></div></div>
		</td></tr></table><br />
<br />

		<table width='100%' border='0' style='table-layout:fixed;'><tr><td>
		<div class="geshicode_h" style='padding: 5px; background-color: #888888; border: 1px solid #AAAAAA; color: #000000;'>&nbsp;&nbsp;&nbsp;&nbsp;BAN_SKILL-Code:
			<div class="geshicode_b" style='background-color: #FFFFFF; padding-left: 5px; border: 1px solid #BBBBBB; overflow: auto; height: auto; max-height: 300px'><pre class="ban&#95;skill" style="font-family&#58;monospace;">&lt;frame&gt; 100 LastWord&#95;ban
   pic&#58; 12  state&#58; 18  wait&#58; 0  next&#58; 101  dvx&#58; 0  dvy&#58; 0  centerx&#58; 40  centery&#58; 41  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 hit&#95;Fa&#58; 0
   itr&#58;
      kind&#58; 0  x&#58; -9922  y&#58; 27  w&#58; 99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   itr&#58;
      kind&#58; 0  x&#58; 9922  y&#58; 27  w&#58; -99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   opoint&#58;
      kind&#58; 1  x&#58; 128  y&#58; 42  action&#58; 102 dvx&#58; 0  dvy&#58; 0  oid&#58; 223  facing&#58; 0
   opoint&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 101 LastWord&#95;ban
   pic&#58; 12  state&#58; 18  wait&#58; 0  next&#58; 100  dvx&#58; 0  dvy&#58; 0  centerx&#58; 40  centery&#58; 41  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 hit&#95;Fa&#58; 0
   itr&#58;
      kind&#58; 0  x&#58; -9922  y&#58; 27  w&#58; 99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   itr&#58;
      kind&#58; 0  x&#58; 9922  y&#58; 27  w&#58; -99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   opoint&#58;
      kind&#58; 1  x&#58; 128  y&#58; 42  action&#58; 102 dvx&#58; 0  dvy&#58; 0  oid&#58; 223  facing&#58; 1
   opoint&#95;end&#58;
&lt;frame&#95;end&gt;
&nbsp;
&lt;frame&gt; 102 LastWord&#95;ban&#95;shot
   pic&#58; 12  state&#58; 18  wait&#58; 0  next&#58; 102  dvx&#58; 444  dvy&#58; 0  centerx&#58; 40  centery&#58; 41  hit&#95;a&#58; 0  hit&#95;d&#58; 0  hit&#95;j&#58; 0 hit&#95;Fa&#58; 0
   itr&#58;
      kind&#58; 0  x&#58; -9922  y&#58; 27  w&#58; 99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
   itr&#58;
      kind&#58; 0  x&#58; 9922  y&#58; 27  w&#58; -99999955  h&#58; 127 zwidth&#58; 99999  dvx&#58; 0  fall&#58; 1  vrest&#58; 3  bdefend&#58; 1  injury&#58; 1   effect&#58; 5
   itr&#95;end&#58;
&lt;frame&#95;end&gt;</pre></div></div>
		</td></tr></table><br />
</div></div>
<br />
I've been somewhat successful, however, there are a few problems...<br />
<br />
If two players use the same character, and one of them uses the skill, the other will not be able to use it.<br />
<br />
Also, Rudolf with his D^J would become immune to the projectile which limits skill usage.<br />
<br />
Are there any ways to fix these issues, or any better ways to add limited skills?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Counter Skill]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=9084</link>
			<pubDate>Sat, 25 Jan 2014 18:43:09 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=12">YinYin</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=9084</guid>
			<description><![CDATA[Here is something clever, yet simple, Leaf has recently posted on the official forum.<br />
A counter skill that will put your character into a special stance for any amount of time.<br />
While being in there it'll lead to two different actions upon being hit from the front or back:<br />
<img src="http://i.imgur.com/YQALhmr.gif" loading="lazy"  alt="[Image: YQALhmr.gif]" class="mycode_img" /><br />
It will only work on light hits though, so powerful attacks will still get through and knock out.<br />
<br />
The idea is to catch yourself with a cpoint object and give it the desired front and backhurt tags.<br />
This one has a fronthurt: 70 and backhurt: 102.<br />
<br />
To polish this up further I'm sure the self catch could be aligned more precisely.<br />
It could use state 10 on the character instead of 18 on the object to avoid smoke.<br />
And it could use state 3005 to avoid the second shadow. (or next: 1299 if state 3005 creates trouble)<br />
<br />
Certainly worth an article for the Adv DC Type 0 section on the main page.<br />
<br />
Original thread: <a href="http://ztage.com/forum/viewtopic.php?f=10&amp;t=15371&amp;p=163608" target="_blank" rel="noopener" class="mycode_url">http://ztage.com/forum/viewtopic.php?f=1...1&amp;p=163608</a><br />
He's got some more info on this concerning more states, but I couldn't decipher their meaning through google translate ...<br />
<br />
Anyone feel like experimenting with this/creating a study example/writing a main site article?]]></description>
			<content:encoded><![CDATA[Here is something clever, yet simple, Leaf has recently posted on the official forum.<br />
A counter skill that will put your character into a special stance for any amount of time.<br />
While being in there it'll lead to two different actions upon being hit from the front or back:<br />
<img src="http://i.imgur.com/YQALhmr.gif" loading="lazy"  alt="[Image: YQALhmr.gif]" class="mycode_img" /><br />
It will only work on light hits though, so powerful attacks will still get through and knock out.<br />
<br />
The idea is to catch yourself with a cpoint object and give it the desired front and backhurt tags.<br />
This one has a fronthurt: 70 and backhurt: 102.<br />
<br />
To polish this up further I'm sure the self catch could be aligned more precisely.<br />
It could use state 10 on the character instead of 18 on the object to avoid smoke.<br />
And it could use state 3005 to avoid the second shadow. (or next: 1299 if state 3005 creates trouble)<br />
<br />
Certainly worth an article for the Adv DC Type 0 section on the main page.<br />
<br />
Original thread: <a href="http://ztage.com/forum/viewtopic.php?f=10&amp;t=15371&amp;p=163608" target="_blank" rel="noopener" class="mycode_url">http://ztage.com/forum/viewtopic.php?f=1...1&amp;p=163608</a><br />
He's got some more info on this concerning more states, but I couldn't decipher their meaning through google translate ...<br />
<br />
Anyone feel like experimenting with this/creating a study example/writing a main site article?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skills cooldown]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=7937</link>
			<pubDate>Sat, 09 Jun 2012 21:49:10 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=1317">Simoneon</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=7937</guid>
			<description><![CDATA[Hey all! <br />
<br />
I want to discus and find ways to enable having cooldowns on skills. Example - DvA can only be used in 10 seconds after previous use, while DJA - 20 seconds.<br />
<br />
My theory: every skill would have additional frames at the beggining ("starter") and at the end ("finisher"). The "finisher" frame would spawn a t0 "timer" which follows the char via kind8. The "starter" then checks if "timer" is alive, and if it is, then char goes to standing frames. <br />
I don't like this as much as I hate itr/k8. But I'm too stupid to think of any other method. Any ideas?]]></description>
			<content:encoded><![CDATA[Hey all! <br />
<br />
I want to discus and find ways to enable having cooldowns on skills. Example - DvA can only be used in 10 seconds after previous use, while DJA - 20 seconds.<br />
<br />
My theory: every skill would have additional frames at the beggining ("starter") and at the end ("finisher"). The "finisher" frame would spawn a t0 "timer" which follows the char via kind8. The "starter" then checks if "timer" is alive, and if it is, then char goes to standing frames. <br />
I don't like this as much as I hate itr/k8. But I'm too stupid to think of any other method. Any ideas?]]></content:encoded>
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			<title><![CDATA[sweet spot / critical hit]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=6834</link>
			<pubDate>Tue, 02 Aug 2011 19:48:30 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=12">YinYin</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=6834</guid>
			<description><![CDATA[i have just finished updating clides D^A<br />
and i've managed to make a hit range far smaller than usually possible<br />
<br />
this move will now either be a normal physical hit (when your opponent is within the yellow range on the gif)<br />
or the standard energy hit (orange range)<br />
or a critical hit (red range)<br />
and otherwise of course no damage at all (green arrow / out of range)<br />
the starting position of rudolf differs very little every time<br />
<br />
<img src="http://i54.tinypic.com/j7q9oj.gif" loading="lazy"  alt="[Image: j7q9oj.gif]" class="mycode_img" /><br />
<br />
if you dont understand it consider this:<br />
the normal minimum range of an attack is (considering the itr has a width of 1) the width of the bdy being hit<br />
because the 1 px itr can overlap with the bdy anywhere from its very right to its very left<br />
you cannot go below that<br />
<br />
now until i put the new data for clide online<br />
how would you realize this?]]></description>
			<content:encoded><![CDATA[i have just finished updating clides D^A<br />
and i've managed to make a hit range far smaller than usually possible<br />
<br />
this move will now either be a normal physical hit (when your opponent is within the yellow range on the gif)<br />
or the standard energy hit (orange range)<br />
or a critical hit (red range)<br />
and otherwise of course no damage at all (green arrow / out of range)<br />
the starting position of rudolf differs very little every time<br />
<br />
<img src="http://i54.tinypic.com/j7q9oj.gif" loading="lazy"  alt="[Image: j7q9oj.gif]" class="mycode_img" /><br />
<br />
if you dont understand it consider this:<br />
the normal minimum range of an attack is (considering the itr has a width of 1) the width of the bdy being hit<br />
because the 1 px itr can overlap with the bdy anywhere from its very right to its very left<br />
you cannot go below that<br />
<br />
now until i put the new data for clide online<br />
how would you realize this?]]></content:encoded>
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			<title><![CDATA[Different stage for each character]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=6345</link>
			<pubDate>Wed, 27 Apr 2011 02:00:37 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=3056">empirefantasy</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=6345</guid>
			<description><![CDATA[When it was 2008 (I think) I thought about that: each character have his stage.Mean if you play with woody you will have a story of woody,but if you play with davis you will have a different story in stage.<br />
I didn't know about stories in stage and I had an imaginary LF2 with:<br />
<br />
Vs Mode<br />
Stage mode<br />
character stage mode (I never found a name for that)<br />
1 on 1....<br />
<br />
<br />
Now,as I know this can be release in normal stage mode,maybe with stage chose.<br />
Maybe it is very hard to create story stages for each char but,just for 5 heroes,while other heroes and other characters can see "unauthorized character ".<br />
<br />
What do you think about that?!<br />
<br />
<br />
<hr class="mycode_hr" /><hr class="mycode_hr" /><hr class="mycode_hr" /><hr class="mycode_hr" />
8.25.2011<br />
<br />
Released.<br />
Read this post to see how it works (with a bug): <a href="http://www.lf-empire.de/forum/showthread.php?tid=6345&amp;pid=125310#pid125310" target="_blank" rel="noopener" class="mycode_url">http://www.lf-empire.de/forum/showthread...#pid125310</a><br />
And this post without bug: <a href="http://www.lf-empire.de/forum/showthread.php?tid=6345&amp;pid=130293#pid130293" target="_blank" rel="noopener" class="mycode_url">http://www.lf-empire.de/forum/showthread...#pid130293</a><br />
<br />
Here is an study example: <a href="http://www.mediafire.com/?77uov1h1vrce9wp" target="_blank" rel="noopener" class="mycode_url">http://www.mediafire.com/?77uov1h1vrce9wp</a>]]></description>
			<content:encoded><![CDATA[When it was 2008 (I think) I thought about that: each character have his stage.Mean if you play with woody you will have a story of woody,but if you play with davis you will have a different story in stage.<br />
I didn't know about stories in stage and I had an imaginary LF2 with:<br />
<br />
Vs Mode<br />
Stage mode<br />
character stage mode (I never found a name for that)<br />
1 on 1....<br />
<br />
<br />
Now,as I know this can be release in normal stage mode,maybe with stage chose.<br />
Maybe it is very hard to create story stages for each char but,just for 5 heroes,while other heroes and other characters can see "unauthorized character ".<br />
<br />
What do you think about that?!<br />
<br />
<br />
<hr class="mycode_hr" /><hr class="mycode_hr" /><hr class="mycode_hr" /><hr class="mycode_hr" />
8.25.2011<br />
<br />
Released.<br />
Read this post to see how it works (with a bug): <a href="http://www.lf-empire.de/forum/showthread.php?tid=6345&amp;pid=125310#pid125310" target="_blank" rel="noopener" class="mycode_url">http://www.lf-empire.de/forum/showthread...#pid125310</a><br />
And this post without bug: <a href="http://www.lf-empire.de/forum/showthread.php?tid=6345&amp;pid=130293#pid130293" target="_blank" rel="noopener" class="mycode_url">http://www.lf-empire.de/forum/showthread...#pid130293</a><br />
<br />
Here is an study example: <a href="http://www.mediafire.com/?77uov1h1vrce9wp" target="_blank" rel="noopener" class="mycode_url">http://www.mediafire.com/?77uov1h1vrce9wp</a>]]></content:encoded>
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			<title><![CDATA[money in LF2]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=5741</link>
			<pubDate>Thu, 04 Nov 2010 11:55:39 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=3056">empirefantasy</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=5741</guid>
			<description><![CDATA[i have thought about a way of using money in the game,but ai have not done anything.If somebody have any idea, please show me.]]></description>
			<content:encoded><![CDATA[i have thought about a way of using money in the game,but ai have not done anything.If somebody have any idea, please show me.]]></content:encoded>
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			<title><![CDATA[Help with upgradable characters needed and more]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=4982</link>
			<pubDate>Fri, 14 May 2010 21:22:24 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=2009">David</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=4982</guid>
			<description><![CDATA[is there a way to make your char upgradable while playing the game, (and save the progress (not necessary)), for example like in aq worlds, you can upgrade your weapons and stuff while playing the game.....<br />
<br />
please post if you know.<br />
HELPZ PLEASE!]]></description>
			<content:encoded><![CDATA[is there a way to make your char upgradable while playing the game, (and save the progress (not necessary)), for example like in aq worlds, you can upgrade your weapons and stuff while playing the game.....<br />
<br />
please post if you know.<br />
HELPZ PLEASE!]]></content:encoded>
		</item>
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			<title><![CDATA[[help] Pick flying weapon in mid-air]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=4625</link>
			<pubDate>Fri, 19 Mar 2010 08:51:32 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=2579">SparK</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=4625</guid>
			<description><![CDATA[Hey DCing guys,<br />
I'm new to the whole "make your own char" thing but I am working on this char: <a href="http://www.lf-empire.de/forum/showthread.php?tid=4622" target="_blank" rel="noopener" class="mycode_url">http://www.lf-empire.de/forum/showthread.php?tid=4622</a><br />
Boomer<br />
<br />
so a problem I found is that one of his abilities (or his weapon ability) is to be able to pick the weapon in mid-air.<br />
<br />
As name suggests he can spawn custom boomerangs that fly and hit the enemy. But if he misses I would like him to be able to pick that boomerang instead of creating another (using MP and bla bla bla), or even pick any weapon thrown at him by simply pressing the defend button =)<br />
<br />
I tought about some options:<br />
A. Boomerang is pickable by anyone (code on the boomerang).<br />
B. System fakes a weapon catch but actually kills old weapon and makes a new one on player's hand.<br />
C. System lets player simply catch the weapons.<br />
D. System only let's that especific char with that kind of weapon to be able to do this.<br />
<br />
on this case, D is boring, A and B are acceptable and C is optimal.<br />
<br />
<br />
sorry for my bad english and I hope you can help me.<br />
<br />
ps: I'm not here for you to do the work for me, I want you to explain me so I don't bother you again.]]></description>
			<content:encoded><![CDATA[Hey DCing guys,<br />
I'm new to the whole "make your own char" thing but I am working on this char: <a href="http://www.lf-empire.de/forum/showthread.php?tid=4622" target="_blank" rel="noopener" class="mycode_url">http://www.lf-empire.de/forum/showthread.php?tid=4622</a><br />
Boomer<br />
<br />
so a problem I found is that one of his abilities (or his weapon ability) is to be able to pick the weapon in mid-air.<br />
<br />
As name suggests he can spawn custom boomerangs that fly and hit the enemy. But if he misses I would like him to be able to pick that boomerang instead of creating another (using MP and bla bla bla), or even pick any weapon thrown at him by simply pressing the defend button =)<br />
<br />
I tought about some options:<br />
A. Boomerang is pickable by anyone (code on the boomerang).<br />
B. System fakes a weapon catch but actually kills old weapon and makes a new one on player's hand.<br />
C. System lets player simply catch the weapons.<br />
D. System only let's that especific char with that kind of weapon to be able to do this.<br />
<br />
on this case, D is boring, A and B are acceptable and C is optimal.<br />
<br />
<br />
sorry for my bad english and I hope you can help me.<br />
<br />
ps: I'm not here for you to do the work for me, I want you to explain me so I don't bother you again.]]></content:encoded>
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			<title><![CDATA[Getting someone to the Enemy´s side]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=4438</link>
			<pubDate>Mon, 08 Feb 2010 12:49:41 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=2388">Sutetsu</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=4438</guid>
			<description><![CDATA[Hello everyone.<br />
<br />
Yesterday I thought: "Why are weapons always good for the player who uses them?"<br />
<br />
So I had the following idea: I want to make a stone<span style="font-size: x-small;" class="mycode_size">  a stone like weapon1  </span><span style="font-size: small;" class="mycode_size">that, if it gets thrown, will transform into an angry-living stone and attacking the one who threw it. <br />
I already made it so far that it transforms into that angry-stone thingy, but at the end i have the following problem: <br />
Because a weapon joins your team if you grab it, the angry stone will be on your side. Is there any way to fix that without Hex?<br />
<br />
Pleasy reply.</span>]]></description>
			<content:encoded><![CDATA[Hello everyone.<br />
<br />
Yesterday I thought: "Why are weapons always good for the player who uses them?"<br />
<br />
So I had the following idea: I want to make a stone<span style="font-size: x-small;" class="mycode_size">  a stone like weapon1  </span><span style="font-size: small;" class="mycode_size">that, if it gets thrown, will transform into an angry-living stone and attacking the one who threw it. <br />
I already made it so far that it transforms into that angry-stone thingy, but at the end i have the following problem: <br />
Because a weapon joins your team if you grab it, the angry stone will be on your side. Is there any way to fix that without Hex?<br />
<br />
Pleasy reply.</span>]]></content:encoded>
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			<title><![CDATA[Another non id fusion]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=3924</link>
			<pubDate>Sun, 15 Nov 2009 16:11:34 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=814">HappyHouR</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=3924</guid>
			<description><![CDATA[Video:<br />
<a href="http://www.youtube.com/watch?v=2LISbxe6QBw" target="_blank" rel="noopener" class="mycode_url">http://www.youtube.com/watch?v=2LISbxe6QBw</a><br />
Download links:<br />
<a href="http://www.4shared.com/file/152617713/ef522f74/_2__Fusion.html" target="_blank" rel="noopener" class="mycode_url">http://www.4shared.com/file/152617713/ef...usion.html</a><br />
<a href="http://www.2shared.com/file/9207208/6330bf1a/_2__Fusion.html" target="_blank" rel="noopener" class="mycode_url">http://www.2shared.com/file/9207208/6330...usion.html</a><br />
<br />
This fusion features:<br />
1. Dja work like dja in the original fusion.<br />
2. You don't see the other teammate after the fusion.<br />
3. Its doesn't delete the other teammate &amp; doesn't count him as a living character so the fusion character can lose(if you are dead but you have t0 in your team that is alive you won't lose even if you are dead as we know).Yes I know that yinyin made that  with the templae fusion but if you kill the fusion  template you don't win.<br />
4. You can't fuse with an enemy.<br />
5. The other teammate(t5) can defuse this fusion too.<br />
6. There is a time limit for 30 seconds before auto defusing.<br />
<br />
<br />
<br />
Explanation:<br />
<br />
Fusion using ik8 to fuse firen  and freeze. Noting special yet. <br />
<br />
Instead of deleting the teammate hes being transform into a<br />
 t5(this t5 has next: 1200 to delete the user name)<br />
 while the person who control the fusion transform into firzen (id 51) using rudolf transformation.<br />
<br />
Defusing dja (is the rudolf back transformation)  frame 245  transform himself &amp; his teammate via ik8 .<br />
<br />
Auto defusing using t5 with a wait value that pinpoint on fusion character&amp; spawning a t0 to defuse them into themself via ik8 .<br />
<br />
Tell me if there is any bugs or problems. I test it a few times inorder to be sure there is no problems. <br />
<br />
There one small problem but its hardly noticeable.The t5(character) with the next: 1200 still trigger the ai reaction to it making it to run away. <br />
<br />
If I will use a normal next you will see the user name &amp; the ai will ignore the other teammate .The ai ignore characters that are defined as other types but next: 12xx still cause the ai to react.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/zip.gif" title="Zip File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1814" target="_blank" title="">(2) Fusion.zip</a> (Size: 167.23 KB / Downloads: 320)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Video:<br />
<a href="http://www.youtube.com/watch?v=2LISbxe6QBw" target="_blank" rel="noopener" class="mycode_url">http://www.youtube.com/watch?v=2LISbxe6QBw</a><br />
Download links:<br />
<a href="http://www.4shared.com/file/152617713/ef522f74/_2__Fusion.html" target="_blank" rel="noopener" class="mycode_url">http://www.4shared.com/file/152617713/ef...usion.html</a><br />
<a href="http://www.2shared.com/file/9207208/6330bf1a/_2__Fusion.html" target="_blank" rel="noopener" class="mycode_url">http://www.2shared.com/file/9207208/6330...usion.html</a><br />
<br />
This fusion features:<br />
1. Dja work like dja in the original fusion.<br />
2. You don't see the other teammate after the fusion.<br />
3. Its doesn't delete the other teammate &amp; doesn't count him as a living character so the fusion character can lose(if you are dead but you have t0 in your team that is alive you won't lose even if you are dead as we know).Yes I know that yinyin made that  with the templae fusion but if you kill the fusion  template you don't win.<br />
4. You can't fuse with an enemy.<br />
5. The other teammate(t5) can defuse this fusion too.<br />
6. There is a time limit for 30 seconds before auto defusing.<br />
<br />
<br />
<br />
Explanation:<br />
<br />
Fusion using ik8 to fuse firen  and freeze. Noting special yet. <br />
<br />
Instead of deleting the teammate hes being transform into a<br />
 t5(this t5 has next: 1200 to delete the user name)<br />
 while the person who control the fusion transform into firzen (id 51) using rudolf transformation.<br />
<br />
Defusing dja (is the rudolf back transformation)  frame 245  transform himself &amp; his teammate via ik8 .<br />
<br />
Auto defusing using t5 with a wait value that pinpoint on fusion character&amp; spawning a t0 to defuse them into themself via ik8 .<br />
<br />
Tell me if there is any bugs or problems. I test it a few times inorder to be sure there is no problems. <br />
<br />
There one small problem but its hardly noticeable.The t5(character) with the next: 1200 still trigger the ai reaction to it making it to run away. <br />
<br />
If I will use a normal next you will see the user name &amp; the ai will ignore the other teammate .The ai ignore characters that are defined as other types but next: 12xx still cause the ai to react.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/zip.gif" title="Zip File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1814" target="_blank" title="">(2) Fusion.zip</a> (Size: 167.23 KB / Downloads: 320)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Transforming without catching]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=3654</link>
			<pubDate>Sun, 20 Sep 2009 01:19:25 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=2143">x90z75ek</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=3654</guid>
			<description><![CDATA[How to make a character transform into other characters and transform back without state 8xxx/4xxx or catching them?<br />
I know it's possible because I saw it here:http://www.youtube.com/watch?v=chp2QFxInZ0]]></description>
			<content:encoded><![CDATA[How to make a character transform into other characters and transform back without state 8xxx/4xxx or catching them?<br />
I know it's possible because I saw it here:http://www.youtube.com/watch?v=chp2QFxInZ0]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[One Question for real Data Changer]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=3398</link>
			<pubDate>Fri, 07 Aug 2009 20:12:39 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=1152">Gangster95</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=3398</guid>
			<description><![CDATA[I have a little question:<br />
If I do one Move (without opoint) how can i do it so that if i klick attack my charackter do the same move again in the other side.<br />
<br />
NOW THE MAINQUESTION:<br />
<br />
How can i do a move that when i grab one charackter and do then a move i desapear (Body away nobody see me) and the charackter that i have grabed is under my control and i play for him.<br />
and when he dies or i didn´t want him anymore i do one special move and the charackter isn´t more under my control. And I am by him and grab him.<br />
<br />
IS THIS POSSIBLE?]]></description>
			<content:encoded><![CDATA[I have a little question:<br />
If I do one Move (without opoint) how can i do it so that if i klick attack my charackter do the same move again in the other side.<br />
<br />
NOW THE MAINQUESTION:<br />
<br />
How can i do a move that when i grab one charackter and do then a move i desapear (Body away nobody see me) and the charackter that i have grabed is under my control and i play for him.<br />
and when he dies or i didn´t want him anymore i do one special move and the charackter isn´t more under my control. And I am by him and grab him.<br />
<br />
IS THIS POSSIBLE?]]></content:encoded>
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			<title><![CDATA[New poison effect]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=3018</link>
			<pubDate>Sat, 06 Jun 2009 16:26:24 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=1317">Simoneon</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=3018</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>MH Wrote:</cite>poison</blockquote><br />
So here I am with my thoughts... <br />
<br />
The main idea of my poison is that ball with state: 400 chasing enemy, and decreasing enemy lifes at (for ex.) every 10 seconds (with centerx +120). It could be done with itrk: 0 or itrk: 3, but there're some problems that will occure:<br />
<ul class="mycode_list"><li>Everyone will see shadow of that ball.<br />
</li>
<li>The ball with state: 400 can chase other enemy instead of that poisoned... <br />
</li>
</ul>
<br />
The first problem can be solved by simple way: change that ball id:.<br />
<br />
The other problem can be solved with itrk: 8, but then, more problems will occure.<br />
<br />
So my question: is there any way to avoid that second problem without more problems?<br />
<br />
I prefer to play in vs mode 1vs1, then You'll true poison! :P<br />
<br />
BTW, it could look much cooler if You infect caught character, but hey, it doesn't matter... I think... :P<br />
<br />
And one more thing: You need to wait, and then it'll poison :P<br />
<br />
Critics and suggestions are welcome! <img src="https://lf-empire.de/forum/images/smilies/biggrin.gif" alt=":D" title=":D" class="smilie smilie_20" /><br />
<br />
Here's my study example: (attached)<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/rar.gif" title="" border="0" alt=".rar" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1563" target="_blank" title="">poison.rar</a> (Size: 23.64 KB / Downloads: 425)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>MH Wrote:</cite>poison</blockquote><br />
So here I am with my thoughts... <br />
<br />
The main idea of my poison is that ball with state: 400 chasing enemy, and decreasing enemy lifes at (for ex.) every 10 seconds (with centerx +120). It could be done with itrk: 0 or itrk: 3, but there're some problems that will occure:<br />
<ul class="mycode_list"><li>Everyone will see shadow of that ball.<br />
</li>
<li>The ball with state: 400 can chase other enemy instead of that poisoned... <br />
</li>
</ul>
<br />
The first problem can be solved by simple way: change that ball id:.<br />
<br />
The other problem can be solved with itrk: 8, but then, more problems will occure.<br />
<br />
So my question: is there any way to avoid that second problem without more problems?<br />
<br />
I prefer to play in vs mode 1vs1, then You'll true poison! :P<br />
<br />
BTW, it could look much cooler if You infect caught character, but hey, it doesn't matter... I think... :P<br />
<br />
And one more thing: You need to wait, and then it'll poison :P<br />
<br />
Critics and suggestions are welcome! <img src="https://lf-empire.de/forum/images/smilies/biggrin.gif" alt=":D" title=":D" class="smilie smilie_20" /><br />
<br />
Here's my study example: (attached)<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/rar.gif" title="" border="0" alt=".rar" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1563" target="_blank" title="">poison.rar</a> (Size: 23.64 KB / Downloads: 425)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Stairs]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=2928</link>
			<pubDate>Fri, 22 May 2009 10:10:12 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=36">Lauli</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=2928</guid>
			<description><![CDATA[<span style="font-size: xx-small;" class="mycode_size">A nice method, that I don't want to get lost in the ''Solved Problems''</span><br />
<br />
<img src="http://img35.imageshack.us/img35/3929/stairs2.gif" loading="lazy"  alt="[Image: stairs2.gif]" class="mycode_img" /><br />
<br />
The stairs &amp; the background all is one picture.<br />
<img src="http://img41.imageshack.us/img41/7600/explanation.png" loading="lazy"  alt="[Image: explanation.png]" class="mycode_img" /><br />
<br />
To make some walking limitations and the 3d-illusion, there are itr/kind: 14 "blocks" in these areas: <span style="font-size: xx-small;" class="mycode_size">(not 100% exact)</span><br />
<img src="http://img39.imageshack.us/img39/7772/explanationa.png" loading="lazy"  alt="[Image: explanationa.png]" class="mycode_img" /><br />
The upper area is insurmountable. The lower one blocks so that you can only get over it when you jump.<br />
<span style="font-size: xx-small;" class="mycode_size">In this video you don't quite see the itr/kind: 14, but heck.</span><br />
<br />
<br />
Actually the stairs are just a flat "thing", but because of some limitations it looks more or less real.]]></description>
			<content:encoded><![CDATA[<span style="font-size: xx-small;" class="mycode_size">A nice method, that I don't want to get lost in the ''Solved Problems''</span><br />
<br />
<img src="http://img35.imageshack.us/img35/3929/stairs2.gif" loading="lazy"  alt="[Image: stairs2.gif]" class="mycode_img" /><br />
<br />
The stairs &amp; the background all is one picture.<br />
<img src="http://img41.imageshack.us/img41/7600/explanation.png" loading="lazy"  alt="[Image: explanation.png]" class="mycode_img" /><br />
<br />
To make some walking limitations and the 3d-illusion, there are itr/kind: 14 "blocks" in these areas: <span style="font-size: xx-small;" class="mycode_size">(not 100% exact)</span><br />
<img src="http://img39.imageshack.us/img39/7772/explanationa.png" loading="lazy"  alt="[Image: explanationa.png]" class="mycode_img" /><br />
The upper area is insurmountable. The lower one blocks so that you can only get over it when you jump.<br />
<span style="font-size: xx-small;" class="mycode_size">In this video you don't quite see the itr/kind: 14, but heck.</span><br />
<br />
<br />
Actually the stairs are just a flat "thing", but because of some limitations it looks more or less real.]]></content:encoded>
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	</channel>
</rss>