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[Char] Jules
#81
Aiming with D>A... I've tried it once. I gave the acid-emmitter in its first frame state: 3000 so it could move up/down the z-axis. (I could play around with dvy: though, that might be useful)
For some reason, the acid-pond isn't forming a diagonal (?) line, but more some sort of arrow. I'll post pictures when I have time.

However, the automatic locked health regain feature sounds pretty sweet! I guess it could be pretty useful for the Railway Bridge and maybe some other project (which I haven't even started yet, haha) too.
I have some questions though.

Does this also work in stage mode, when jules would be a npc? Because as far as I know, the npcs don't have a mana limit, or something. Meight be wrong tough, haha.

I don't really understand the mp: 6 here. How would that mp: tag define if the character has low hp now? Doesn't it more have to do with... oh I don't know... mp, and not hp?

What would happen if I change the mp: 6 to, let's say, mp: 1 or mp: 20?
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#82
(07-15-2010, 07:58 AM)Lauli Wrote:  Does this also work in stage mode, when jules would be a npc? Because as far as I know, the npcs don't have a mana limit, or something. Meight be wrong tough, haha.

they do as far as i know - same as everyone else: 500mp
if they didnt julian would instantly kill you with more soulbombs than anyone could ever handle (you can try with the new cheat and F6)

(07-15-2010, 07:58 AM)Lauli Wrote:  I don't really understand the mp: 6 here. How would that mp: tag define if the character has low hp now? Doesn't it more have to do with... oh I don't know... mp, and not hp?

What would happen if I change the mp: 6 to, let's say, mp: 1 or mp: 20?

mp: 1
would probably make this available at 500hp already as mp regains fast enough for the hit_a to use 500mp
mp: 20
might make it fully impossible to ever activate it as even with 1hp the mp wont regenerate fast enough to 500

edit:
(07-15-2010, 07:58 AM)Lauli Wrote:  For some reason, the acid-pond isn't forming a diagonal (?) line, but more some sort of arrow. I'll post pictures when I have time.

actually i think that arrow looks great
it makes it look like the acid really is sprayed from straight to diagonal - like when you empty out a bucket of water in an arch
also i think its because of the order and distance you spawn the single objects in

only weird thing is the spawning point - as it moves away from the neck and the acid appears next to him
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#83
Ah, okay. I get the method now. Pretty clever actually.
  • [Image: things.png]
Makes the straight one look a bit boring, haha.

EDIT:
Actually I think I'll use the thing with Up/Straight/Down. Such a Up/Down-D>A would have a bigger area of effect.
Which is kinda cool I think :)
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#84
maybe try to shade it to make it look less boring?
just my opinion.
[Image: 2aGKf.png]

My Sprites

Signature Made By DesignHeaven
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#85
Hey, so I can't seem to find a download link for Jules that works.
Anyone care to re-upload it for me?
A sequence of variables thatre engraved since the beginning of the cosmos is responsible for animating things in reality
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#86
http://www.mediafire.com/download/ba4yby.../Jules.zip
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Thanks given by: LutiChris , Lauli , STM1993
#87
Really beautiful!
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#88
umm guys hi i am new here any one can tell me about jules char id?
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#89
Place "Jules" folder in sprite.
id: 741 type: 0 file: sprite\Jules\jules.dat
id: 742 type: 1 file: sprite\Jules\jules_ball.dat
Moves are D>A and DvA. Can't be bothered to check if he has other moves.
The char's id is not important, but the ball's id is.
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#90
(01-26-2017, 05:36 PM)STM1993 Wrote:  Place "Jules" folder in sprite.
id:  741  type: 0  file: sprite\Jules\jules.dat
id:  742  type: 1  file: sprite\Jules\jules_ball.dat
Moves are D>A and DvA. Can't be bothered to check if he has other moves.
The char's id is not important, but the ball's id is.
thanks dude
maybe i will release lf2 with 70 chars

can u tell me how i change id of moves of any char

where i change it like devetal char i want to change his id power devetal_ball.dat
because is take power robyn
but i must change it all or one only



STM1993 edited this post 01-26-2017 05:57 PM because:
Quote:can u tell me how i change id of moves of any char
Use a data changer, look for the "opoint:" tags. Change the "oid:" to the id number desired. Example:
    DC-Code:
opoint:
      kind: 1  x: 80  y: 77  action: 44  dvx: 12  dvy: 9  oid: 201  facing: 0
   opoint_end:
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