(09-08-2015, 11:55 AM)T.O.R.N.A.D.O Wrote: I made some minor modifications to the weapon code you gave. It does work perfectly. But the self hitting itr is not getting activated, so the player doesn't go to broken defend (or injured in this case) frame. And whenever object2 is created, it gives out shadows, and I don't know where to put state: 3005 to avoid that. It was really a nice idea! Thanks!The character creates object 1 in hand.
Character uses wpoint to change object 1's frame to the creating frame.
Now that object 1 is in the creating frame, it will create object 2 using opoint kind 2 as if it were creating an ice sword.
Character is holding object 1 which is holding object 2. When object 1 is destroyed, it will drop object 2, going into the "in_the_sky" frames.
This works because any object can carry another object as if it were another weapon, and when a weapon is carried, it wouldn't create its own shadow. So in your code I don't know why you commented out the only opoint data that would've been used to create object 2.
As for shadows, it is actually fine to have everything in state 3005, though to be safe those frames where the object(1 and 2) is being carried should be left in state 2001. I forgot that you need to take into account the "in_the_sky" weapon frames - when a weapon is dropped, it always goes into any one of those frames first, so my bad for using frames 0-15.
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Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
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