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[solved] Problem: More enemies = longer Move
#1
:/
I'm working on my Project "Sharn" and it includes a move called "Solar Impact" which creates a half-ball of orange fire around him.
The attack is working, continous, mp-using, nicely sprited etcetc...

But (as usual) if a thing hits a object, the frame will get longer, then it should get...
And if more then 2 enemys get caught by the move, descripted above, the frames are slowing down, THAT WAY, that the mp consumption is lower then the natural mp regeneration (> Move can be done endless).

I already tried higher vrest's, but that resulted in the opponents falling to ground instead continously getting hit (the attack is using effect:2 and insta-fall)...
Also putting the hit-itr's into a t3 wouldn't work, cuz that would make the char frames running correctly, but then the enemies would still get hit over and over with same problem (not to mention, that using a t3 for dealing the damage on a continous move would include a lot of itr8 nonsense).


So i wanted to ask, whether there is a easy way to prevent the attack frames to get enlongered with each hit opponent...
Or any other way to solute the problem.
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Greetz,
Alblaka
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#2
opoint an invisible ball that does the attack. make this ball have the high vrest and make it disappear after 2 frames or something. next frame of your char's move he opoints another ball that does the next frame's attack. this way there's no "delay" because we delete the itr each frame and opoint another.



Azriel~
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Thanks given by: Drahcir , Alblaka
#3
If I'm not wrong, for multi-hit it's best to use arest. Yes, I was wrong. As for the longer duration, the more people it hits, the more it'll take to move to the next frame, regardless.
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#4
(04-28-2009, 08:09 PM)Azriel Wrote:  opoint an invisible ball that does the attack. make this ball have the high vrest and make it disappear after 2 frames or something. next frame of your char's move he opoints another ball that does the next frame's attack. this way there's no "delay" because we delete the itr each frame and opoint another.



Azriel~

*thinking about it some time*
Hey, that's great! I thought about using ONE T3, but not about using multiple... i will give that a try ^^


OMG YOUR SOLUTION WAS GREAT!
Everythink is working PERFECT now, the damage and attack duration is always the same, regardless of enemy count and balancing the attack out is way easier now ^^ THANX
My Creations: (Click to View)

Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
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