Posts: 1,696
Threads: 60
Joined: Jan 2009
There is a solution without HEX ^^ I used a compareable move in my "The Ninja Tales" Fusej char...
You just need to make the weapon spawn a T3-object with state 3000 on the weapons position, containing a special body in y: xxxxxxx .
In your move, the char "hits" all objects on this height, causing the T3s to go to their "hit" frame.
Here you cause them to spawn a T0-body each, to which the weapons can react via itr/kind:8, WIHTOUT changing their position.
It's quite complicated and messy, but as you can see in the char i noted above (btw, download link is in my siggy) it does work flawlessy ^^
Version 1.10 out now!
Version 1.02 out now!
Version 1.22 out now!
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka
Posts: 23
Threads: 4
Joined: Mar 2010
My other question is whether we can do something like this: invoke clones and depending on how much, faster my MP escapes and goes to zero when the clones disappear. Is it fun in the hex? And I'm not good at hex. : /
Thanks given by:
Posts: 2,591
Threads: 259
Joined: Feb 2008
are these two different moves, one where you can spawn two clones and one where you can spawn four clones?
Other question is: Should the main char be able to move when the clones are in game or is he in some kind of... meditation where noibody can hurt him?
www.lf-empire.de
Once I had a fortune, it said: "Leave now. Life is short. Time is luck"
Don't dream your life, live your dream!
Thanks given by:
Posts: 1,696
Threads: 60
Joined: Jan 2009
Hmm... Something like this is easyly possible BUT it requires you not to move while the clones arerunning around.
You just stay in a special stance which keeps consuming mp. Once you run out of mp (or get hit) you will spawn a special T3, hitting all clones and making them disappear.
Version 1.10 out now!
Version 1.02 out now!
Version 1.22 out now!
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka
Thanks given by: