Change stance to new sprite set?

  • Thread starter Thread starter wrenchman82
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wrenchman82

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Hi everyone,
I'm generally an openbor newb, but I have a lot of spriting and coding experience so I'm trying my hand at a mod. I was wondering if anyone knows of a way to change a character's stance in order to access a whole new set of sprites (for example, on the ground with all associated attacks, and then say, flying, with a whole new set of sprites.) If anyone knows of an unpackable module like this that I could just go and learn from, I'd be much obliged :)
Thanks.
 
I'd thought of that, but how do you make it so you don't have to pick up a weapon to change stance, but just assign it to a key?
 
is the animation that you wanted  add 
weaponframe {frame} {weapon}


weaponframe 2 7  for example

in the frame 2  character will change to weapon 7 in this example

 
First make sure you have an animation script for the weapon/new stance and then "know" the weapon in the models.txt:

Code:
#-------Players-------------------
#Male	****
Load	Ken		data/chars/Ken/Ken.txt
Know	xKen		data/chars/Ken/xKen.txt   <---Ken's weapon/transformation
Load	Terry		data/chars/terry/terry.txt
Load	Guy		data/chars/guy/guy.txt
Load	Kim		data/chars/Kim/Kim.txt
Load	Alex		data/chars/Alex/Alex.txt
Load	Dudley		data/chars/Dudley/Dudley.txt
Load	Akuma		data/chars/Akuma/Akuma.txt
Load	Rock		data/chars/rock/rock.txt
Load	Lee		data/chars/Lee/Lee.txt
#Female	****
Load	Mai		data/chars/mai/mai.txt
Load	Maki		data/chars/maki/maki.txt
Load	Hibiki		data/chars/Hibiki/Hibiki.txt
Load	Leona		data/chars/Leona/Leona.txt
#Load	Senna		data/chars/Senna/Senna.txt
Load	Kula		data/chars/Kula/Kula.txt
Load	Shiki		data/chars/Shiki/Shiki.txt
Load	Ingrid		data/chars/Ingrid/Ingrid.txt
load	Morrigan	data/chars/Morrigan/Morrigan.txt
Load	Sarah		data/chars/sarah/sarah.txt
#---------NPCs-------------------
Load	Sakura		data/chars/sakura/sakura.txt
Load	Zangief		data/chars/Zangief/Zangief.txt
Know	Citizen1	data/chars/Citizen1/Citizen1.txt
Know	Citizen3	data/chars/Citizen3/Citizen3.txt
Know	nsarah		data/chars/sarah/nsarah.txt
Know	Ryun		data/chars/Ryu/Ryun.txt

2nd, make sure you have the formula in the both, the main hero and it's weapon's  character header "weapons weapon1 weapon2 weapon3 nameofchar" you can have as many as you want but here is an example:

Code:
name		Ken
riseinv 	1 1
health		100
speed		11
mp		150
type		Player
projectilehit	enemy obstacle
diesound	data/chars/ken/die.wav
makeinv		3
gfxshadow	1
mprate		3
running		21 4 2 1 0
atchain		1 2 3
dust		dust

didhitscript	data/scripts/didhit/ken.c
animationscript data/scripts/playersh.c
script		data/scripts/main/ken.c
onspawnscript	data/scripts/spawn/ken.c

defense		all 1 1 1
offense		all 1

palette		data/chars/ken/alt0.gif
alternatepal	data/chars/ken/alt1.gif
alternatepal	data/chars/ken/alt2.gif
alternatepal	data/chars/ken/alt3.gif
alternatepal	data/chars/ken/alt4.gif
alternatepal	data/chars/ken/alt5.gif
alternatepal	data/chars/ken/alt6.gif

weapons		xken ken   <---weapon names go before main model's name

COM	D F S freespecial
com	d u a freespecial2
com	d f a freespecial3
com	d f u a freespecial5
com	D U S freespecial6
com	f d a freespecial7
com	d u d u s freespecial8  <---this is the input command to activate the weapon/transformation but you can make it what you want

Weapon's character header:

Code:
name		xken   <---weapon name
riseinv 	1 1
health		100
speed		15
mp		150
type		none       <---the "type" is NOT "player" the "type" is "none"
projectilehit	enemy obstacle
diesound	data/chars/ken/die2.wav
makeinv		3
weaploss	2       <---weaploss 2 means he change back after you die
gfxshadow	1
mprate		2
running		25 4 2 1 0
bounce		1
atchain		1 2 4 3
dust		dust
defense		all 1.4 1 1
offense		all 1.3

didhitscript	data/scripts/didhit/xken.c
animationscript data/scripts/ken.c
script		data/scripts/main/ken.c

alternatepal	data/chars/ken/alt1a.gif
alternatepal	data/chars/ken/alt2a.gif
alternatepal	data/chars/ken/alt3a.gif
alternatepal	data/chars/ken/alt4a.gif
alternatepal	data/chars/ken/alt5a.gif
alternatepal	data/chars/ken/alt6a.gif


COM	D F S freespecial
com	d u a freespecial2
com	d f a freespecial3
com	D U S freespecial6
com	f d a freespecial7
com	d u d u s freespecial8   <---input this to change back to normal at any time

As shown in the example, "FREESPECIAL8" is weapon input. You have to specify weapon frame or frame the main model switches to new stance/weapon/transformation/etc. Example:

Code:
anim	freespecial8
	energycost	50 1    <---how much energy it costs to transform. you don't have to use this though
	weaponframe	5 1      <---transforms to weapon 1 on the 5th frame
	Delay	10
	OffSet	27 107
	Frame	data\chars\ken\sp0.gif
	sound	data/chars/ken/angry.wav
	OffSet	27 111
	Frame	data\chars\ken\sp1.gif
	@cmd	spawn02 "flash3"
	@cmd	spawn01 "kchange" 0 0 1
	OffSet	27 113
	Frame	data\chars\ken\sp2.gif
	OffSet	29 114
	Frame	data\chars\ken\sp3.gif
	OffSet	35 113
	Frame	data\chars\ken\sp4.gif
	Frame	data\chars\ken\sp4.gif

Hope this helps ;D
 
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