Type 6 - Bmp-Part

<bmp_begin> Begin Bmp-Part (See Type 0)
file(#-#): Number of Image (See Type 0)
sprite\sys\... Location of Image (See Type 0)
w: ...
h: ...
Size of Images (See Type 0)
row: ...
col: ...
Arrangement of Images (See Type 0)
weapon_hit_sound: ... If the weapon fall on the floor this sound is played.
weapon_drop_sound: ... If the weapon is destroyed this sound is played.
weapon_broken_sound: ... If the weapon is destroyed this sound is played.
<bmp_end> End Bmp-Part (See Type 0)

Type 6 - Frame Header

<frame> Start of the frame (See Type 0)
pic: ...
Number of the Image (See Type 0)
state: ... State of the Frame (See Type 0)
wait: ... Duration (See Type 0)
next: ... Next Frame (See Type 0)
dvx: ...
dvy: ...
Move Object (See Type 0)
centerx: ...
centery: ...
Centerpoint (See Type 0)
hit_a: ...
hit_d: ...
hit_j: ...
Without function here!
[...]  Here you can insert Frame Elements.
<frame_end> End of Frame. (See Type 0)


<frame> 0 in_the_sky
These frames are used if the object fall down from sky or, if it hurt another object, if it fall down on ground again.

<frame> 20-35 on_hand
If a character hold the weapon in his hand he activates these frames with "weaponact".

<frame> 40 throwing
If the weapon is thrown these frames are used.

<frame> 60 on_ground
If the weapon lies on the floor these frames are used.

<frame> 70 just_on_ground
Exact function unknown, no changes while deleting or editing these frames.

© Little Fighter Empire

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