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Weakness for fire/ice
#1
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Weakness for FIRE/ICE
-----------------------------------------------------------------------------

Hi everyone, long time ago, when i was creating character called Rimfrost I wanted to make a weakness for fire with this champ using injury etc. But it was impossible, and today i created good idea about that weakness.

Using correct bdy position and invisible ball (with state 18) we can make this easy!

So let's create that invisible ball:

====================================
STEP 1 - effect that causes injury
====================================

Code:
<bmp_begin>
file(0-11): sprite\sys\firzen_chasei.bmp  w: 81  h: 82  row: 4  col: 2
weapon_hit_sound: data\002.wav
weapon_drop_sound: data\002.wav
weapon_broken_sound: data\002.wav
<bmp_end>


<frame> 0 invisiblecolFIRE
  pic: 11  state: 18  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 43  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 0
  itr:
     kind: 0  x: 0  y: 0  w: 81  h: 82  dvx: -8 dvy: -8  fall: 70  vrest: 15  bdefend: 20  injury: 80  
     effect: 0
  itr_end:
<frame_end>

<frame> 2 invisiblecolICE
  pic: 11  state: 18  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 43  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 0
  itr:
     kind: 0  x: 0  y: 0  w: 81  h: 82  dvx: -1  fall: 70  vrest: 15  bdefend: 20  injury: 80  
     effect: 0
  itr_end:
<frame_end>

Pic 11 from firzen_chasei is blank, so i used this number in both frames.
Anyway, the most important thing is STATE 18, because this causes that ball to hurt anyone (even character which releases opoint).
Remember that with injury you can change the additional damage.
And why 2 cols? Because guy on fire is dynamic, and it looks stupid when he inhibit after hit, but guy on ice is static, so he'll fall limply.

You can ask: Why effect 0? It causes to release the effect of fire or ice!
I'll explain of course, namely there's a big problem. I tried to combine that (especially ice with kind: 16) and it causes loop, and character with weakness was still knocked by that effect until he died, so there's a huge defect with my weakness patent.

====================================
STEP 2 - setting the body
====================================

Even if that effect got vrest, if you'll attack that sensitive character staying next to him you'll get hit also, so we must set infeasible body out of map.

Code:
<frame> 200 ice
  pic: 8  state: 15  wait: 2  next: 201  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 18  y: 45  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 10  y: 9  w: 55  h: 68
  bdy_end:
<frame_end>
We know that we can't put OPOINT here, because this is first frame of ice, so possibly we can shorten WAIT or something, i'll leave that option.

Code:
<frame> 201 ice
  pic: 9  state: 13  wait: 90  next: 202  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
     kind: 1  x: 21  y: -220  action: 2  dvx: 0  dvy: 0  oid: 666  facing: 0
  opoint_end:
  wpoint:
     kind: 1  x: 20  y: 55  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 8  y: 6  w: 67  h: 73
  bdy_end:
  bdy:
     kind: 0  x: 8  y: -200  w: 67  h: 73
  bdy_end:
  itr:
     kind: 14  x: 8  y: 6  w: 67  h: 73 vrest: 1
  itr_end:
<frame_end>
Here we have second frame of ice, so we must add second BODY high above clouds, for example [y: -200] as in code.
Now is needed OPOINT striking this second BODY, no one can reach him, so it will works only for character with weakness.
[opoint: kind: 1  x: 21  y: -220  action: 2  dvx: 0  dvy: 0  oid: 666  facing: 0]
That Y helps us cover with BODY.
[OID: 666] is that script which is showed in step first.
[action: 2] because its concerns ICE weakness.

With fire we do the same, but with [action: 0]
Code:
<frame> 203 fire
  pic: 18 state: 18  wait: 1  next: 204  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 42  y: 46  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 22  y: 35  w: 26  h: 19
  bdy_end:
  itr:
     kind: 0  x: 22  y: 35  w: 26  h: 19  dvx: -6  dvy: -6  fall: 70  vrest: 10  bdefend: 16  injury: 30
     effect: 20
  itr_end:
<frame_end>

<frame> 204 fire
  pic: 18 state: 18  wait: 1  next: 203  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
     kind: 1  x: 21  y: -220  action: 0  dvx: 0  dvy: 0  oid: 666  facing: 0
  opoint_end:
  wpoint:
     kind: 1  x: 42  y: 46  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 22  y: 35  w: 26  h: 19
  bdy_end:
  bdy:
     kind: 0  x: 22  y: -200  w: 26  h: 19
  bdy_end:
  itr:
     kind: 0  x: 22  y: 35  w: 26  h: 19  dvx: -6  dvy: -6  fall: 70  vrest: 10  bdefend: 16  injury: 30  
     effect: 20
  itr_end:
<frame_end>


And finally...

====================================
STEP 3 - HAVE FUN!
====================================


[Image: 8b38f421749092d45716f62c68c5c251.gif]
[Image: 77beed46cc7912f5a65cb53ca3048cc3.gif]
Here's my DAT files for you to study :)

char with weakness: http://speedy.sh/Fk3t2/weakguy.dat
weakness effect: http://speedy.sh/ptDPe/weakguy-col.dat

Just put that into LF2/Data
and remember to add this into DATA.TXT
Code:
id:  60  type: 0  file: data\weakguy.dat
id: 666  type: 3  file: data\weakguy_col.dat

If you noticed any bug or english mistake just write in thread or PM me.


TUTORIAL BY -=ONYX=-
[Image: 72a6f1ca1c16e5644681f450eaa815bd.gif]
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Thanks given by: empirefantasy
#2
nice tut man but why that name ´´niggakox´´ tha sounds a bit racist man
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#3
@Up

I love afroamerican rap XD, and "kox" is from polish badass :P

And ty :)
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