04-28-2009, 07:52 PM
:/
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.
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.
My Creations: (Click to View)
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka