If you want several objects to appear in a hexagon around the character during an attack, you can use this script.
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This isn't a real tutorial, it's just a script that you can use directly for your character. If you use this, I would be happy if you credited me in the readme for this...
The mechanism works like this: The first opoint activate the left half of the hexagon. Next, the outer, upper, and lower object is activated.  The temporal difference is regulated with different wait-values so the objects all appear at the same time.

<frame> 100 hexagon_start
   pic: 100  state: 3005  wait: 0  next: 101  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 101 hexagon_start
   pic: 100  state: 3005  wait: 0  next: 102  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
   kind: 1  x: 0  y: 0  action: 102  dvx: 0  dvy: 0  oid: [id]  facing: 1
  opoint_end:
<frame_end>

<frame> 102 hexagon_start
   pic: 100  state: 3005  wait: 0  next: 103  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 103 hexagon_start
   pic: 100  state: 3005  wait: 0  next: 104  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
   kind: 1  x: 110  y: 0  action: 110  dvx: 0  dvy: 0  oid: [id]  facing: 1
  opoint_end:
<frame_end>

<frame> 104 hexagon_start
   pic: 100  state: 3005  wait: 0  next: 105  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
   kind: 1  x: 80  y: 0  action: 106  dvx: 0  dvy: 0  oid: [id]  facing: 1
  opoint_end:
<frame_end>

<frame> 105 hexagon_start
   pic: 100  state: 3005  wait: 0  next: 1000  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
   kind: 1  x: 80  y: 0  action: 108  dvx: 0  dvy: 0  oid: [id]  facing: 1
  opoint_end:
<frame_end>

<frame> 106 hexagon_start
   pic: 100  state: 3005  wait: 1  next: 107  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 70
<frame_end>

<frame> 107 hexagon_start
   pic: 100  state: 3005  wait: 1  next: 1000  dvx: 550  dvy: 550  dvz: 550
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
   kind: 1  x: 40  y: 0  action: 111  dvx: 0  dvy: 0  oid: [id]  facing: 1
  opoint_end:
<frame_end>

<frame> 108 hexagon_start
   pic: 100  state: 3005  wait: 1  next: 109  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 30
<frame_end>

<frame> 109 hexagon_start
   pic: 100  state: 3005  wait: 1  next: 1000  dvx: 550  dvy: 550  dvz: 550
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
   kind: 1  x: 40  y: 0  action: 112  dvx: 0  dvy: 0  oid: [id]  facing: 1
  opoint_end:
<frame_end>

<frame> 110 hexagon_start
   pic: 100 state: 3005 wait: 2 next: 111  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 111 hexagon_start
   pic: 100 state: 3005 wait: 1 next: 112  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 112 hexagon_start
   pic: 100 state: 3005 wait: 1 next: 113  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 113 hexagon_start (activate object)
   pic: 100 state: 3005 wait: 1 next: 1000  dvx: 0  dvy: 0  dvz: 0
   centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
   kind: 1  x: 0  y: 2  action: [Framenumber of Object]
   dvx: 0  dvy: 0  oid: [id]  facing: 1
  opoint_end:
<frame_end>

Here's a study example:

Inspired by MH-Razen

   
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