Solved Minor Help

Question that is answered or resolved.
For some reason my player can't connect any attack after the first attack connects. The animations play but there is no move contact or damage. I have the attack boxes set as well as damage and pause times and I added atchain 1 2 4 3 in the header so I can't think of what could be causing this also the first attack seems to rarely to connect as well so any info on the issue would be appreciated.
 
O Ilusionista said:
Jasc Animation Shop 3 to make the animations in gif

The problem for me for animating the original pictures is that it optimizes to some color loss and it's limited to 256 colors or less. I've tried to make the same colors as original but some colors get reduced from original to something like a (little) mess. I know it's optimized, but the colors don't go right. Do I need to edit colors even if they don't look right just like editing colors on characters with colormap in GIMP/Photoshop? I'm not trying to sound angry. I want to know how I could fix the colors right in Jasc.
 
Mainly a list of the accepted item types like 1up also I was curious about how zvitor uses the radio item in his mfa2 mod to call on npcs. I want to know how to assign the different functions to different items but I could be over thinking this a bit but a list of the accepted item names would be helpful
 
Mainly a list of the accepted item types like 1up
But it IS in the manual :)

I was curious about how zvitor uses the radio item in his mfa2 mod to call on npcs.
Using script for didhitscript at item header. Then you can do whatever you want there.
On ZV's case, he made use of a global var to set he ability to be able to call a NPC (there is a check for that globalvar), which nullify that global var after its done, so you can't call the NPC again.

 
type {type}
- item: The entity is a stationary item which can be picked up. Items can only give one bonus per item. In other words, you can't make one item that both gives 2000 points AND gives a 1-up.

health {int}
~For items, this tells you how much life you regain when you pick it up.

mp {int}
~For items, this tells you how much MP you regain when you pick it up.

score {onkill} {multiplier}
~When used with an item, {onkill} changes the amount of score added when the item is picked up and {multiplier} is not used.

And others...But I agree with you: we could group all the item info in just one place. I will see what I can do.
 
Ok sounds good you pretty much explained what i wanted to know i just figured there was a more detailed explanation on items in the manual but i guess its pretty self explanatory what item names would be accepted just didn't want to assume thanks again O'
 
actually... my radio was made without a scripts or vars...
because radio is only item at game which is not "subtype touch"
...
so is only item at game where char use GET anim, so each char spawn a different NPC at this anim....
 
Well, you only need to have character flies upwards with jumpframe or script then stop in mid air with script + float effect then dives with script again. Sounds simple enough
Do you want to add extra effect such as character dives at center of playing field?

I'm imagining Superman's super from Death & Return of Superman while posting that :)
 
I don't understand the purpose of setting delay 0. That bug you mentioned is the reason I never bother setting delay 0.
So until someone could show usage of delay 0, don't use it :)
 
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