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A new transformation technique
#1
i was wondering i wanted to do this for a DBZ mod i am working on i want to do something were if a character transform it takes down his mp then if it reaches zero he transforms back i have thought about somethings like were the transformed character has a certain bdy which can only be hit when mp goes to zero but that doesn't work because i put it in the standing frames you see but then they just transform back when they transform so can someone help?
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#2
erm, to be serious I doubt there's a solution for this, simply because everything about mp is very hard to code - in most cases it's simply not possible. I myself can't think of any way to start a move when the char has 0mp. Why? Well, if you start the move and set a tag: mp: 0 it will always work...

Sry, but I think you have to change your plans a bit...
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#3
ok well thatnks anyway
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#4
There is a way ^^
Simple make all his moves (really ALL, not only specials, so even the punches) using mp.
Somewhen, the char will run out of mp (if you make the standing frames with negative mp-tags, too) and the player won't be able to do anyting further.
then he can either run around without any actions or simple transform back.

K, that's not THE big solution, but it should work ^^
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#5
well thats good enough for me i will try it
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#6
@MH
haven't you seen the techmix characters? I think there's Ice Davis and Fire Woody. was on the official forum but I couldn't access it so i didn't post. I don't have them, but anyways, it's exactly what he wants (i think, haven't played them in a long time so i forgot what happens). Anyways, I think it's like, if they have 0 mp (it keeps decreasing), they go to the DoP frames all the time, and so ur char would get hit easily. you can stop this by transforming back or by carrying a heavy object (but one u throw it...)



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#7
*bing*

Wasn't there something like "If you cannot perform an move cuz of mp-lack, it will instead jump to the hit_d frame of the move?"
If that works you could simply put a hit_d: transformframe into all attacks ^^
Every time they would try to do something mp-using while they don't have mp they would automatically transform back...
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#8
The only problem I see with that is that you would automatically transform back if you try to defend, sadly. What if you added an extra walking frame with wait: 0 where that happens?
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#9
Lol... XD right, that would be a problem, though...
And you couldn't use ANY moves... :/ dang it
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#10
I suggest an alternative method. When you transform, you create a t3-object running with state: 9997. This will display a countdown. As soon as the countdown has run out, the t3-obj will be in a frame which has a bdy which causes the transformed char (that will need a couple itr/k:8 bits) to transform back.
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