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Leveling Up Damage - Printable Version

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Leveling Up Damage - Suzuya - 01-06-2014

Hi,
here's another code of mine (I know, I'm updating them frequently, but I thought it may be useful for some of you ;p). This time I was trying to make levels like in some kind of rpg and guess what. It's working! I've made new effect, which checks how much total damage you've dealt and your basic injury value is increased by some percent. Code:
-ofc state 311, or something that stores your object number in mp bar (it's needed by second code, which is written specially for balls and other skills, not by characters)
And now some DC (deep_ball):
Edit:
It would be nice to change visual effect when the ball hits something, because Deep's ball had effect: 1 and now this bloody effect is gone. ;c
Edit:
Improved the code, because it was unintentionally changing target's hp to 500, when it's value was higher.


RE: Leveling Up Damage - Boop - 01-22-2014

You should tell people where the assembly code goes (as in which proc). I literally have no idea where I would copy paste that code by just looking at it, and I would say I'm one of the more familiar people with the codebase.


RE: Leveling Up Damage - Suzuya - 01-22-2014

Oh, yea, maybe you're right, my bad then. ^^'
It goes ofc to itreff.inc, to itr_effect_fall as it is one of the effects. Thought it's not that hard to find out, because there's 'jmp dword ptr [ef_r1]' at the end of the code, but I'll try to make everything more clear next time.

I've asked if there's any possible way to store object number and some other stuff, like buffs or something in some unused addresses (I need like 3 addresses) in one of my posts, but I don't know if anyone seen that, because it was an edit of a post, not actually new post. So I ask again, because storing these in mp or hp bar isn't the best choice.


RE: Leveling Up Damage - Boop - 01-29-2014

Whoa, its been a week :P. To store extra numbers you need to allocate more memory. Look at the timestop code in 1477's code and the the main.asm file which actually allocates the memory (my code has a bug somewhere).