With this new Stage Stop method you don’t have to activate the objects behind the bound-border anymore. Characters don’t fall to floor – they disappear in a new created frame.
1 1 1 1 1 1 1 1 1 1 Rating 2.54 (26 Votes)


The code for this is really easy: You create a compleatly hidden frames (state: 3005, pic: 1000). Activate this frame with hp: 0 from stage.dat – computerplayers will not react on them and it’s not counted in the enemy-counter, but it still stops the stage. In this frame you have to note a itr/kind: 8 at y: 50000, which lease to a frame with dvx: where the object is deleted (state: 3005, pic: 1000, next: 1000)
Now you just have to note an opoint in the frames which are played when you solved the quest (for example). This opoint activate a character-frame with a bdy at the same height. To avoid that computerplayers react on it you can set state 14.

<frame> 350 stage-stop-k8
   pic: 1000 state: 3005 wait: 1 next: 350
   itr: #wait for (end)-object
      kind: 8 x: -5000 y: 50000 w: 10000 h: 100 dvx: 399 injury: 0 zwidth: 500
   itr_end:
<frame_end>
<frame> 351 stage-stop-k8 (end)
   pic: 1000 state: 14 wait: 1 next: 1000
   bdy:
      kind: 0 x: -5000 y: 50000 w: 10000 h: 100
   bdy_end:
<frame_end>

<frame> 399 delete
   pic: 1000 state: 3005 wait: 0 next: 1000
<frame_end>

 

Stage Stop

 

Inspired by MH-Razen

   
© Little Fighter Empire

We use cookies on our website. Some of them are essential for the operation of the site, while others help us to improve this site and the user experience (tracking cookies). You can decide for yourself whether you want to allow cookies or not. Please note that if you reject them, you may not be able to use all the functionalities of the site.

Ok