dantedevil
Well-known member
When hit an obstacle with item inside, with the torpedo of Raiden, the items turn in 3.
Thats very rare.
Here the Raiden complete animation:
Here the trash:
The money:
In the level simply declare like this:
spawn trash
item money1
coords 134 231
at 0
No matter which item used, the result is always the same in every level.
Thats very rare.
Here the Raiden complete animation:
Code:
anim freespecial8
loop 0
followanim 6
followcond 1
delay 4
offset 87 177
sound data/chars/raiden/rtorp1.wav
bbox 76 88 41 90
frame data/chars/raiden/s1.png
frame data/chars/raiden/s1b.png
delay 2
move 6
bbox 73 86 47 38
frame data/chars/raiden/s2.png
frame data/chars/raiden/s2.png
frame data/chars/raiden/s2.png
frame data/chars/raiden/s2.png
hitfx data/sounds/beat1b.wav
bbox 36 96 82 23
forcedirection -1
attack30 58 94 92 24 20 1 0 0 20
move 8
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
move 6
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
move 4
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
move 3
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
move 2
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
attack 0 0 0 0 0 0 0 0 0
move 1
bbox 73 86 47 38
frame data/chars/raiden/s2.png
frame data/chars/raiden/s2.png
move 0
delay 4
bbox 76 88 41 90
frame data/chars/raiden/s1b.png
frame data/chars/raiden/s1.png
anim follow6
loop 0
landframe 58
offset 87 177
fastattack 1
attackone 1
delay 1
bbox 0 0 0 0
frame data/chars/raiden/s3.png
delay 2
move 14
@cmd slamstart2
@cmd position 10 50 5 -1 0
frame data/chars/raiden/s3.png
@cmd antiwall 60 -60 -1
@cmd position 10 50 5 -1 0
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
@cmd wallhit2 70 "ANI_FOLLOW12"
@cmd position 10 50 5 -1 0
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
@cmd wallhit2 70 "ANI_FOLLOW12"
@cmd position 10 50 5 -1 0
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
@cmd wallhit2 70 "ANI_FOLLOW12"
@cmd position 10 50 5 -1 0
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
@cmd wallhit2 70 "ANI_FOLLOW12"
@cmd position 10 50 5 -1 0
frame data/chars/raiden/s3.png
sound data/sounds/indirect.wav
move 0
@cmd antiwall 60 -60 -1
@cmd depost 0
@cmd finish 14 1 0 2 0 0
frame data/chars/raiden/s3.png
delay 3
bbox 36 96 82 23
frame data/chars/raiden/s3.png
bbox 73 86 47 38
frame data/chars/raiden/s2.png
delay 2
offset 95 159
#jumpframe 33 3 -1 0
@cmd leaper -1 3 0
bbox 0 0 0 0
sound data/chars/raiden/rtorp2.wav
attack 78 69 46 51 15 1 0 0 0
frame data/chars/raiden/j01.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j04.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j04.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j02.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j02.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j04.png
frame data/chars/raiden/j04.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j03.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j02.png
frame data/chars/raiden/j02.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j04.png
frame data/chars/raiden/j04.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j03.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j02.png
frame data/chars/raiden/j02.png
attack 0 0 0 0
delay 5
offset 87 145
bbox 68 61 42 59
frame data/chars/raiden/ja01.png
delay 999
offset 87 157
bbox 72 57 37 80
frame data/chars/raiden/j2.png
delay 15
offset 87 177
bbox 80 96 34 81
frame data/chars/raiden/u1.png
anim follow12
loop 0
landframe 30
offset 87 177
fastattack 1
attackone 1
delay 2
bbox 0 0 0 0
sound data/sounds/indirect.wav
@cmd antiwall 60 -60 -1
frame data/chars/raiden/s3.png
move 0
@cmd depost 0
@cmd finish 14 1 0 2 0 0
frame data/chars/raiden/s3.png
delay 3
bbox 36 96 82 23
frame data/chars/raiden/s3.png
bbox 73 86 47 38
frame data/chars/raiden/s2.png
delay 2
offset 95 159
jumpframe 5 3 -1 0
bbox 0 0 0 0
sound data/chars/raiden/rtorp2.wav
attack 78 69 46 51 15 1 0 0 0
frame data/chars/raiden/j01.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j04.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j04.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j02.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j02.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j04.png
frame data/chars/raiden/j04.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j03.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j02.png
frame data/chars/raiden/j02.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j04.png
frame data/chars/raiden/j04.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j03.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j02.png
frame data/chars/raiden/j02.png
attack 0 0 0 0
delay 5
offset 87 145
bbox 68 61 42 59
frame data/chars/raiden/ja01.png
delay 999
offset 87 157
bbox 72 57 37 80
frame data/chars/raiden/j2.png
delay 15
offset 87 177
bbox 80 96 34 81
frame data/chars/raiden/u1.png
Here the trash:
Code:
name Trash
health 1
type obstacle
gfxshadow 1
flash flash
noatflash 1
diesound data/sounds/klunk.wav
anim idle
loop 0
delay 100
offset 69 95
bbox 50 17 37 80
frame data/chars/misc/trashcan.png
anim fall
loop 1
delay 1000
offset 68 95
frame data/chars/misc/trashed.png
The money:
Code:
name Money1
health 0
score 500
type item
gfxshadow 1
facing 1
nolife 1
anim idle
loop 1
offset 47 85
delay 100
bbox 26 60 42 34
drawmethod scale 0.8 0.8
frame data/chars/misc/money1a.png
delay 3
frame data/chars/misc/money1b.png
In the level simply declare like this:
spawn trash
item money1
coords 134 231
at 0
No matter which item used, the result is always the same in every level.
Last edited: