DOT and Drain Bug on 2d levels

esn23

Active member
So one of the things that is preventing me from getting any further on Xmen is this bug.. When My female Sentinel uses dot or drain on player if it is the final hit or they die they get back up and stand there frozen.. You can use helpers and such but as far as moving around or actually dying the character gets up and is frozen in place with very little enegry.. My next question is are there scripts that can replace this feature so that it can be used without this bug??  If so could someone please share them thank you so much in advance :)
 
Nope, but maybe you don't have an issue because your not doing a 2d game.. This issue only happens when she kills me while using dot or drian it never happens could i be using it wrong maybe?

anim attack1
bbox 51 47 27 61
offset 67 114
range 0 100
delay 60
sound data/chars/primefem/a1.wav
frame data/chars/primefem/a1.png
delay 3
sound data/chars/primefem/beam.wav
@cmd spawnBind2 "Beamm" 0 0 0
DOT 1 1 2 20 4
        #attack 84 48 54 28 1 0 0 0 0 0
frame data/chars/primefem/a2.png
#attack 84 48 67 28 1 0 0 0 0 0
#DOT 1 1 2 20 4
frame data/chars/primefem/a2.png
#attack 84 48 99 28 1 0 0 0 0 0
#DOT 1 1 2 20 4
frame data/chars/primefem/a2.png
attack 84 48 122 28 1 0 0 0 0 0
DOT 1 1 2 20 4
frame data/chars/primefem/a2.png
#attack 84 48 146 28 1 0 0 0 0 0
#DOT 1 1 2 20 4
frame data/chars/primefem/a2.png
#attack 84 48 179 28 1 0 0 0 0 0
#DOT 1 1 2 20 4
frame data/chars/primefem/a2.png
#attack 84 48 191 28 1 0 0 0 0 0
#DOT 1 1 2 20 4
frame data/chars/primefem/a2.png
#attack 84 48 215 28 1 0 0 0 0 0
#DOT 1 1 2 20 4
frame data/chars/primefem/a2.png
#attack 84 48 236 28 1 0 0 0 0 0
#DOT 1 1 2 20 4
frame data/chars/primefem/a2.png
attack 0 0 0 0 0 0 0 0 0 0
delay 30
frame data/chars/primefem/a2.png

sorry it wasn't drain either it's a command called seal for the other one that is doing it as well.

 
Wait, I am a bit confuse here: what is causing the bug? the DOT or SEAL?

Nope, but maybe you don't have an issue because your not doing a 2d game..
I have a 2D stage where I use DOT and it works.

Taking a look at your code and I noticed some mistakes:
Code:
@cmd   spawnBind2 "Beamm" 0 0 0
   DOT   1 1 2 20 4
   #attack   84 48 54 28 1 0 0 0 0 0
   frame   data/chars/primefem/a2.png
   #attack   84 48 67 28 1 0 0 0 0 0
   #DOT   1 1 2 20 4
   frame   data/chars/primefem/a2.png

1- Looks like you are spawning a beam (which is bind to the called) to attack, right? But the DOT is applied on the caller?
You should move this to the beam code, and not the attacker.

2- You need to apply DOT right after the attackbox - where is your attackbox?

This is how I use it and its working perfectly:
anim idle
loop 0
offset 6 6
attack4 0 1 12 9 20 5 0 0 10 20
DOT 1 600 4 2 100

forcemap 7 6
followcond 1
followanim 1
@cmd antiwallCollide 10 "ANI_FOLLOW10"
frame data/chars/bosses/madam/bullet.gif
 
I was looking at yours it seems you only have it set once at the begining.. The bug happens with seal or DOT sorry the topic i didn't pay attemtion.. I was using this dot for a beam the prime fem shoots out.. I will try to make a video too so you can see what she does..
 
so the issue is this i found out what it was exactaly
DOT {Index} {Time} {Mode} {Force} {Rate}
~{Mode} defines how DOT effect is applied to hit entity. HP damage is same type as original attack and affected by damage mitigation.

2 = MP and HP.
Im using mode 2 and that is what is doing it i believe...all other things work with it...


For the mode im using 2...For mp and hp 

All the other modes work fine it's this one that gets me stuck in the ground instead of dying like you make dye sound and get up and are stuck :)  But that is okay 5 works almost the same :)  TY for you help my friend..
 
here is the seal one anim attack3
bbox 55 37 20 70
offset 67 114
loop 0
range 0 50
delay 10
sound data/chars/primefem/a1.wav
frame data/chars/primefem/trans.png
@cmd spawnBind2 "Distort" 0 0 0
sound data/chars/primefem/pulse.wav
delay 5
frame data/chars/primefem/a3-1.png
frame data/chars/primefem/a3-1.png
frame data/chars/primefem/a3-1.png
attack 27 32 76 71 5 9 0 0 0 0
seal 8 100
frame data/chars/primefem/a3-1.png
frame data/chars/primefem/a3-1.png
frame data/chars/primefem/a3-1.png
attack 27 32 76 71 5 9 0 0 0 0
seal 8 100
frame data/chars/primefem/a3-1.png
frame data/chars/primefem/a3-1.png
frame data/chars/primefem/a3-1.png
attack 27 32 76 71 5 9 0 0 0 0
seal 8 100
frame data/chars/primefem/a3-1.png
frame data/chars/primefem/a3-1.png
frame data/chars/primefem/a3-1.png
attack 27 32 76 71 5 9 0 0 0 0
seal 8 100
        frame data/chars/primefem/a3-1.png
frame data/chars/primefem/a3-1.png
delay 10
frame data/chars/primefem/a3-1.png
attack 0 0 0 0 0 0 0 0 0 0
 
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