12-31-2013, 11:16 AM
(12-30-2013, 07:07 PM)Nyamaiku Wrote: @bluepaintActually giving this a few more thoughts there is a lot you can study about this and the resulting info will certainly be enough for some examples with in depth explanations.
no way. this is such a simple thing to code that i will not post study examples of it.
dont tell me you dunno how to add just a few more itrs to a frame.
if you do, i will facepalm so hard that my friend's gonna need an ambulance. (facepalm, doesnt really require your own face)
First of all the exact percentages depending on the amount of used itrs as you've already guesstimated.
But do these values change when different object types/different itr kinds/different object orders are applied?
Also what happens if you mix up many itrs with different kinds (0/3/8/9/...)?
What happens if you throw in one with effect 4 on a high/low occurring spot?
What happens if you apply different arest values?
It'll make a huge difference knowing many of these details in advance.
You could find out which of these conditions don't matter and are free to choose and which are crucial and thus a possible way to tweak this in any way you like.
The important info of a study example on this wouldn't really be showing us how to add more itrs to a frame, but rather giving info on what's important and what this allows us to do.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves