Item with limited inviciblity and tintmode [SOLVED]

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 :/ :
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 :)
 
The topic is solved thanks to O Ilusionista and Bloodbane scripts for 15 seconds invicibility and a redtint mode like this:
Code:
void main()
{//Script for item
    void self = getlocalvar("self");
    void target = getlocalvar("damagetaker"); // Get player who picks the item
    char Item = getentityproperty(self,"defaultname");
	int Time = openborvariant("elapsed_time"); // get the elapsed time
    int PIndex = getentityproperty(target,"playerindex"); // Get player's index
    int PScore = getplayerproperty(PIndex, "score");
    void Spawn;

    if(Item=="chillipepper"){
      killer("redtint"+PIndex);
      Spawn = spawnbind("redtint", target, 0, 0, 0, 1, 0);
      setentityvar(Spawn, 1, PIndex); // Stores player index
      changeentityproperty(Spawn, "name", "redtint"+PIndex);
	changeentityproperty(target, "invincible", 1); // make the entity invincible
	changeentityproperty(target, "invinctime", Time + 1500); // Set the invincible time to 1500 centiseconds 
	} 
    changeplayerproperty(PIndex, "score", PScore-1);
    killentity(self); //Suicide!
}

Thanks danno and nsw25 too for pointing me the solution ;)
 
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