Little Fighter Empire - Forums
Setting the time a move lasts... - Printable Version

+- Little Fighter Empire - Forums (https://lf-empire.de/forum)
+-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7)
+--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11)
+--- Thread: Setting the time a move lasts... (/showthread.php?tid=4278)



Setting the time a move lasts... - FuroxZX - 01-02-2010

As in the case of deep's ball, changing the hit_a: values in the ball's .dat sets the amount of time it lasts, and from what I understand, the max time it can last is 400 TUs, with hit_a: 1, which would be a bit more than a second? What if I want it to last longer, but not unlimited, like for 7-8 seconds?

I just thought of something, its really time consuming and complicated, but if I made the object a character instead of an attack, with running, walking, jumping, etc speeds 0 and gave it an itr and a huge bdy in all frames, it wil last as long as it has hp, so if enemies keep hitting without meaning to, it would eventually die? Would that work? Is there any better way of doing this?

Thanks.


RE: Setting the time a move lasts... - Azriel - 01-02-2010

actually the hit_a: hit_d: timer can be manipulated much better than that.

if you want something to last for ~8 seconds, then you can have (in every 2nd frame) hit_a: 4. note that this means each time this frame is run, 4 hp is taken off, so wait: 1 (which is 2TU) will take off 8 hp (4 per game frame), but if you have a wait: 1 hit_a: 0 in the next frame, nothing is taken off for the next 2 frames which kinda balances it. so after 500 / hit_a: * 2 = 500/4 * 2 = 250 TU, which is 250/30 = 8.333 seconds.

other method of explanation (Click to View)
side note:
an object starts with 500 hp, so the hit_a: hit_d: timer can last for 500 TU with hit_a: 1. but, you can increase this with a different object hitting it with injury: -ve something (hit_a: -ve doesn't work).



Azriel~


RE: Setting the time a move lasts... - TheNave - 01-02-2010

(01-02-2010, 06:57 AM)FuroxZX Wrote:  400 TUs, with hit_a: 1, which would be a bit more than a second?
since when were 400 TUs that short? frozen frames got wait 90 and you're already alot longer frozen than one second only, so 400TUs isn't short atall...
oh ya, and do what azzy said^^


RE: Setting the time a move lasts... - FuroxZX - 01-03-2010

Thanks, its working fine with alternating Hit_a: 4, but it's around 13 secs instead of 8, but thats fine too. Thanks again!


RE: Setting the time a move lasts... - Angel_Adam - 01-03-2010

If u want the ball to last longer,why dont u simply +frames and adjust the wait,
More frames,but easy way !


RE: Setting the time a move lasts... - FuroxZX - 01-03-2010

But wouldn't putting a wait: value just make the ball stay on a frame longer? Then it would just damage once throught the frame or if the wait is like 100 would it damage and move again and aagain throughout the frame?