Type 4 - Bmp-Part

<bmp_begin> Begin Bmp-Part (See Type 0)
file(#-#): Number of Image (See Type 0)
sprite\sys\... Location of Image (See Type 0)
w: ...
h: ...
Size of Images (See Type 0)
row: ...
col: ...
Arrangement of Images (See Type 0)
weapon_hit_sound: ... If the weapon fall on the floor this sound is played.
weapon_drop_sound: ... If the weapon is destroyed this sound is played.
weapon_broken_sound: ... If the weapon is destroyed this sound is played.
<bmp_end> End Bmp-Part (See Type 0)

Type 4 - Weapon Strength List 

<w_s_l> Start of Weapon Strength List (Original Tag: <weapon_strength_list>). With "attacking" in wpoint of the character, you activate a certain "entry" here. The itr-Tags noted there are combined with itr/kind: 5 in the on_hand frames and so you can vary the strength in different situations.
entry: ... Number of entry. If you use "attacking: 1" in wpoint entry 1 is activated (1 = Normal Weapon Attack, 2 = Jump Weapon Attack, 3 = Run Weapon Attack, 4 = Dash Weapon Attack).
dvx: ...
fall: ...
vrest: ...
bdefend: ...
Itr-Tags (see itr/kind: 0). These tags replace the standard values in itr/kind: 5.
<w_s_l_e> End of Weapon Strength List (Original Tag: <weapon_strength_list>).

Type 4 - Frame Header

<frame> Start of the frame (See Type 0)
pic: ...
Number of the Image (See Type 0)
state: ... State of the Frame (See Type 0)
wait: ... Duration (See Type 0)
next: ... Next Frame (See Type 0)
dvx: ...
dvy: ...
dvz: ...
Like at the characters these tags can move the attack - but they don't get slower because of the gravity effect here. If you have a "dvx: 5" the ball moves with 5 Pixel per TU. It's the same with dvy - negative numbers bring the ball to the sky. dvz don't have a function in Type 3 and you can leave it out, the Z-Axis movement is done with "hit_j:".
centerx: ...
centery: ...
In attacks, "Center" just notes a point in the middle of the ball - the shadow is shown under this point. The attack don't react on gravity, so it can also go under the ground - only the x-coordinate is relevant here.
hit_a: ...
hit_d: ...
hit_j: ...
Without function here!
[...]  Here you can insert Frame Elements.
<frame_end> End of Frame. (See Type 0)

 

<frame> 0 in_the_sky
These frames are used if the object fall down from sky or, if it hurt another object, if it fall down on ground again.

<frame> 20-35 on_hand
If a character hold the weapon in his hand he activates these frames with "weaponact".

<frame> 40 throwing
If the weapon is thrown these frames are used.

<frame> 60 on_ground
If the weapon lies on the floor these frames are used.

<frame> 70 just_on_ground
Exact function unknown, no changes while deleting or editing these frames.

   
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