If this heavy weapon hits a character, it'll transform into him.
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If this stone hits a character, it'll transform into him. The easiest thing to do is to copy the dat.-file of another heavy  weapon and modify the bmp-part first. The weapon_hp is very important. I set it up very high, so it won't get destroyed. But the weapon disappears after the transform and this makes sense, too.
The modification of the "in_the_sky" frames is quite easy.You just have to add an itr/kind: 3 in all frames. In "catchingact", you have to link to the transforming-frame. For "caughtact" use 130 - a "picked_caught" frame.
Finally, you have to create the transforming frames. To understand the function, it would be helpful if you also read the "Rudolf-Transform" tutorial. Here's my example:

<frame> 30 transform
   pic: 0  state: 9  wait: 0  next: 31  dvx: 550  dvy: 550
   centerx: 29  centery: 56
  cpoint:
    kind: 1  x: 30  y: 25  vaction: 130
  cpoint_end:
<frame_end>

<frame> 31 transform
   pic: 1  state: 9  wait: 0  next: 1000  dvx: 0  dvy: -5
   centerx: 29  centery: 56
  cpoint:
    kind: 1  x: 29  y: 56
    vaction: 181  throwvx: 10  throwvy: -5  throwinjury: -1
  cpoint_end:
<frame_end>

In the second frame you have to note "throwinjury: -1".  With the next: 1000, the stone disappears and can't be used again - it transformed into the character.


Here's the usual study example
Clone Stone

Inspired by Windmill

   
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