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[solved] Burning frozen in the air?
#1
So I was just modifying a character's move to add burning abilities to it and Julian's skull chase to it too. The problem I'm having is that, whenever the character's ball hits an opponent, the victim is stuck in the air burning. They are stuck in their burning frames. Everyone who gets into physical contact with said victim, will themselves get burned like any normal characters. The victim will remain stuck in the air burning, until he/she is hit by another attack. If hit by the same ball, they'll just take more damage and remain stuck there. The chase part is mostly alright, except that when there are no opponents left, the balls just remain stuck in the air rather than moving out like Julian's skulls.

Here's the fireball's data:

    DC-Code:
<frame> 0 flying
   pic: 0  state: 3000  wait: 01  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 41  hit_a: 14  hit_d: 0  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 18  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 18  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 1 flying
   pic: 1  state: 3000  wait: 01  next: 2  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 42  hit_a: 14  hit_d: 1  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 10  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 10  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 2 flying
   pic: 2  state: 3000  wait: 01  next: 3  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 42  hit_a: 14  hit_d: 2  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 18  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 18  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 3 flying
   pic: 3  state: 3000  wait: 01  next: 4  dvx: 0  dvy: 0  dvz: 0  centerx: 33  centery: 41  hit_a: 14  hit_d: 3  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 10  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 10  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 4 flying
   pic: 2  state: 3000  wait: 01  next: 5  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 42  hit_a: 14  hit_d: 4  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 18  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 18  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 5 flying
   pic: 1  state: 3000  wait: 01  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 31  centery: 41  hit_a: 14  hit_d: 5  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 10  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 10  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 10 hiting
   pic: 4  state: 3001  wait: 2  next: 11  dvx: 0  dvy: 0  dvz: 0  centerx: 34  centery: 36  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 11 hiting
   pic: 5  state: 3001  wait: 2  next: 12  dvx: 0  dvy: 0  dvz: 0  centerx: 33  centery: 36  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 12 hiting
   pic: 6  state: 3001  wait: 2  next: 13  dvx: 0  dvy: 0  dvz: 0  centerx: 35  centery: 36  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 13 hiting
   pic: 7  state: 3001  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 28  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 20 hit
   pic: 4  state: 3002  wait: 1  next: 21  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 21 hit
   pic: 5  state: 3002  wait: 1  next: 22  dvx: 0  dvy: 0  dvz: 0  centerx: 33  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 22 hit
   pic: 6  state: 3002  wait: 1  next: 23  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 23 hit
   pic: 7  state: 3002  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 30 rebounding
   pic: 4  state: 3003  wait: 1  next: 31  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 31 rebounding
   pic: 5  state: 3003  wait: 1  next: 32  dvx: 0  dvy: 0  dvz: 0  centerx: 31  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 32 rebounding
   pic: 6  state: 3003  wait: 1  next: 33  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 33 rebounding
   pic: 7  state: 3003  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 40 disappearing
   pic: 5  state: 3004  wait: 1  next: 41  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 41 disappearing
   pic: 6  state: 3004  wait: 1  next: 42  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 42 disappearing
   pic: 7  state: 3004  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 28  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 50 flying
   pic: 8  state: 3000  wait: 01  next: 51  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 41  hit_a: 14  hit_d: 1  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 18  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 18  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 51 flying
   pic: 9  state: 3000  wait: 01  next: 52  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 42  hit_a: 14  hit_d: 1  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 10  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 10  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 52 flying
   pic: 10  state: 3000  wait: 01  next: 53  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 42  hit_a: 14  hit_d: 2  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 18  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 18  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 53 flying
   pic: 11  state: 3000  wait: 01  next: 54  dvx: 0  dvy: 0  dvz: 0  centerx: 33  centery: 41  hit_a: 14  hit_d: 3  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 10  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 10  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 54 flying
   pic: 10  state: 3000  wait: 01  next: 55  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 42  hit_a: 14  hit_d: 4  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 18  y: 19  w: 56  h: 51  dvx: 10  fall: 20  vrest: 10  bdefend: 10  injury: 40  effect: 2
   itr_end:
   bdy:
      kind: 0  x: 18  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 55 flying
   pic: 9  state: 3000  wait: 01  next: 50  dvx: 0  dvy: 0  dvz: 0  centerx: 31  centery: 41  hit_a: 14  hit_d: 5  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 10  y: 19  w: 56  h: 51  dvx: 16  fall: 60  vrest: 10  bdefend: 16  injury: 45 effect: 2
   itr_end:
   bdy:
      kind: 0  x: 10  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>
 
<frame> 60 disappearing2
sound: data\020.wav
   pic: 13  state: 3004  wait: 1  next: 61  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 61 disappearing2
   pic: 14  state: 3004  wait: 1  next: 62  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 62 disappearing2
   pic: 15  state: 3004  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 28  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
 
<frame> 100 start
   pic: 7  state: 3005  wait: 1  next: 101  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 101 start
   pic: 7  state: 3005  wait: 1  next: 102  dvx: 0  dvy: 0  dvz: 0  centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 13
<frame_end>
 
<frame> 102 start
   pic: 7  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


Can anyone help?
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Thanks given by:
#2
Turn the fall values of all fire itr's into 999. It will solve the problem...
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
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Thanks given by: Thunderbolt
#3
Or rather make the fall values 70 since thats the maximum amount of points for a character to fall.
Escape is a two-syllable word that grants temporary peace in the present to a future victim.
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Thanks given by: Thunderbolt , Electric2Shock
#4
Yea but it doesn't disturb the gameplay to make it 999 but maybe in the next times if he tries to give negative itr's to another char, it wouldn't create a new problem tho... But right now it doesn matter 70 or 9999 for fall values...
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
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Thanks given by: Thunderbolt




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