kimono
Well-known member
Hi, I'm trying to make a chillipepper item that makes the player invicible for 10 seconds.
My idea was to create a chillipepper weapon where the body boxes are desactivated but it seems that lifespan doesn't work with weapons and my tintmode is not enough red :/ :
Has any user already made an item that allows a short invicibility? Thanks for your help
My idea was to create a chillipepper weapon where the body boxes are desactivated but it seems that lifespan doesn't work with weapons and my tintmode is not enough red :/ :
Code:
##MAIN
name Billychill
type none
hostile enemy obstacle
candamage player enemy npc obstacle
lifespan 10
##LIFE
health 8
##POWER
offense 1 #SCRIPT
##SPEED
speed 10 #SCRIPT
running 20 3.1 1.2 1 0
##JUMP
jumpmove 0 0
jumpheight 3
##ENERGY
mp 120
mprate 1 #SCRIPT
##GRAB
grabdistance 33 #36/33/30
grabfinish 0 #PLAYER=0/ENEMY=1
##WEIGHT/HEIGHT
antigravity -6 #-3/-6/-9
height 74
nomove 1 0
##MISC
jugglepoints 30
guardpoints 20
guardrate 4
risetime 170
riseinv 0.4 1 #HEROES 0.4 - ENEMY 0 - BOSS 0.4
makeinv 2 0
atchain 1
gfxshadow 1 1
dust dust
bflash block
nodieblink 2
#falldie 2
death 2
weaploss 1
##ICONS
icon data/chars/billy/icon.png 1
iconpain data/chars/billy/iconpain.png 1
##DIESOUND
diesound data/sounds/die1.wav
animationscript data/scripts/player.c
#Specials
com F + a freespecial
com F a freespecial
com U + a freespecial2
com U a freespecial2
Load ShurikenT
##ANIMATIONS#############################################################################
anim spawn
delay 5
offset 45 93
sound data/sounds/Ready.wav
frame data/chars/billy/shuriken/stand1.png
anim idle
loop 1
delay 16
offset 45 93
#bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/shuriken/stand1.png
nodrawmethod
frame data/chars/billy/shuriken/stand2.png
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/shuriken/stand3.png
nodrawmethod
frame data/chars/billy/shuriken/stand4.png
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/shuriken/stand3.png
nodrawmethod
frame data/chars/billy/shuriken/stand2.png
anim walk
loop 1
delay 16
offset 29 93
#bbox 11 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/shuriken/walk1.png
frame data/chars/billy/shuriken/walk2.png
frame data/chars/billy/shuriken/walk3.png
frame data/chars/billy/shuriken/walk4.png
frame data/chars/billy/shuriken/walk5.png
frame data/chars/billy/shuriken/walk6.png
anim run
loop 1
delay 14
offset 46 95
#bbox 29 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/run1.png
frame data/chars/billy/run2.png
sound data/sounds/Run.wav
frame data/chars/billy/run3.png
frame data/chars/billy/run4.png
frame data/chars/billy/run5.png
sound data/sounds/Run2.wav
frame data/chars/billy/run6.png
anim runattack
forcedirection -1
loop 0
delay 10
offset 45 93
#bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
hitfx data/sounds/aof2-199.wav
@cmd dasher 2 0 0 1
frame data/chars/billy/runattack1.png
attack1 57 25 62 65 3 1 0 0 5 12
frame data/chars/billy/runattack2.png
frame data/chars/billy/runattack1.png
frame data/chars/billy/runattack2.png
frame data/chars/billy/runattack1.png
attack1 0 0 0 0 0 0 0 0 0 0
frame data/chars/billy/runattack2.png
@cmd stop
frame data/chars/billy/runattack1.png
anim get
delay 15
offset 45 93
#bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/get.png
frame data/chars/billy/get.png
anim pain #UP
loop 0
delay 24
offset 45 93
#bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/hurt.png
frame data/chars/billy/hurt.png
anim pain2 #DOWN
loop 0
delay 24
offset 45 93
#bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/hurt.png
frame data/chars/billy/hurt.png
anim fall #NORMAL
landframe 1
loop 0
delay 999
offset 93 93
#bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/fall1.png
frame data/chars/billy/fall2.png
anim rise
loop 0
delay 0
offset 45 93
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/hurt.png
frame data/chars/billy/get.png
anim death
landframe 1
loop 0
delay 18
offset 93 93
sound data/sounds/die1.wav
frame data/chars/billy/death1.png
frame data/chars/billy/death2.png
frame data/chars/billy/death3.png
frame data/chars/billy/death4.png
frame data/chars/billy/death5.png
frame data/chars/billy/death6.png
frame data/chars/billy/death7.png
frame data/chars/billy/death8.png
frame data/chars/billy/death9.png
anim attack1
fastattack 1
jugglecost 5
forcedirection -1
loop 0
delay 6
offset 45 93
bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
hitfx data/sounds/aof2-199.wav
frame data/chars/billy/attack1.png
attack1 57 78 41 15 1 0 0 0 5 12
frame data/chars/billy/attack2.png
attack1 0 0 0 0 0 0 0 0 0 0
frame data/chars/billy/attack1.png
anim attack2
fastattack 1
jugglecost 5
forcedirection -1
loop 0
delay 8
offset 45 93
bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
hitfx data/sounds/aof2-199.wav
frame data/chars/billy/attack3.png
attack1 35 37 65 20 2 0 0 0 0 0
frame data/chars/billy/attack4.png
attack1 0 0 0 0 0 0 0 0 0 0
frame data/chars/billy/attack3.png
anim attack3
fastattack 1
jugglecost 5
forcedirection -1
loop 0
delay 10
offset 45 93
bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
hitfx data/sounds/aof2-199.wav
attack1 0 0 0 0 0 0 0 0 0 0
frame data/chars/billy/attack5.png
attack1 58 6 37 22 3 1 1 0 0 0
frame data/chars/billy/attack6.png
attack1 0 0 0 0 0 0 0 0 0 0
frame data/chars/billy/attack5.png
anim freespecial
fastattack 1
jugglecost 5
forcedirection -1
loop 0
delay 6
offset 45 93
bbox 30 14 28 79
hitfx data/sounds/aof2-199.wav
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
frame data/chars/billy/attack3.png
attack1 35 37 65 20 2 0 0 0 0 0
frame data/chars/billy/attack4.png
attack1 0 0 0 0 0 0 0 0 0 0
frame data/chars/billy/attack3.png
anim freespecial2
fastattack 1
jugglecost 5
forcedirection -1
loop 0
delay 6
offset 45 93
bbox 30 14 28 79
drawmethod tintmode 1
drawmethod tintcolor 255_0_0
hitfx data/sounds/aof2-199.wav
attack1 0 0 0 0 0 0 0 0 0 0
frame data/chars/billy/attack5.png
attack1 58 6 37 22 3 1 1 0 0 0
frame data/chars/billy/attack6.png
attack1 0 0 0 0 0 0 0 0 0 0
frame data/chars/billy/attack5.png
Has any user already made an item that allows a short invicibility? Thanks for your help