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[solved] HP-Based Moves
#1
This topic has been approached many times, but all the solutions to this question seem not to work for me. I've searched both the mainsite and forums, and read all posts regarding this question. I'm trying to make my character do a stronger move when he has 1/3 or less HP, but all the methods mentioned on LF-EMPIRE don't seem to work. Here's why (I think) the following methods don't work.

Azriel's Privilege Method:

There's always the possibility that I may have interpreted this method wrong, but this method I'm pretty sure I got it right (especially since it's based around a pretty simple concept). This method does not work when the move is based around the idea of a stronger attack at low hp. For example, when the 'attack' or 'hit_a:' move is a stronger move than D>A, then the character can create a stronger attack by simply spamming 'hit_a:' or 'attack' instead of D>A.

Also, the relationship between 'hit_a:' (move2 in his tutorial) and punch doesn't work. If you set punch to mp: 0 (or no mp tag) and 'hit_a:' to, say mp: 10000, if you have less than 100 hp, the character will simply do nothing (punch priority is not activated), or if you use this method to alternate a 'D>A' move (like Azriel suggested) instead of a normal attack move the character will simply continue in defend frames and then return to 'standing'.

Blue Phoenix's Method
I don't know how MDA managed to do it, but when I tried Blue Phoenix's method (I quadruple-checked to make I did everything right, too), it failed. Maybe my interpretation of his method is wrong.

My Interpretation:
You're supposed to put the 'mp tag' (say, mp: 20000) on the first frame of the attack, right? On this exact frame, you're also supposed to put a value for 'hit_d:' (say, hit_d: 250), and the 'next:' is supposed to continue the attack. Supposedly, if requirements are fulfilled (if you have 200 life or more), then you will continue with the original move (via the value of 'next:'). If requirements aren't fulfilled, the frame indicated by the number value of 'hit_d:' is supposed to be activated?.

Problem:
Again, maybe my interpretation is wrong (because MDA supposedly accomplished this method successfully), but if the requirements (in this case, less than 200 hp) aren't fulfilled, nothing happens. The first frame with the 'mp tag' isn't even activated.
I think 'hit_d:' frames are only activated if you don't fulfill MP requirements from the second frame onwards of the attack (with the lose-MP numbers having a negative value like 'mp: -25'). It was originally used for continuous attacks (like firzen's beam). Also, negative MP-values only work on MP. They do not suck up HP if you set an XXYYY number (where 'XX'*10 equals HP taken and 'YYY' equals to MP taken)

Concluding Questions:

Are my interpretations of the above two methods wrong? If so, how so?

How do I create an alternate, stronger move for my character if he has less than a certain amount of hp (like louis's transformation)?


~Solomon Leung
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Messages In This Thread
[solved] HP-Based Moves - by 1477 - 03-04-2009, 10:53 PM
RE: HP-Based Moves - by Alblaka - 03-04-2009, 11:03 PM
RE: HP-Based Moves - by Azriel - 03-05-2009, 04:31 AM
RE: HP-Based Moves - by 1477 - 03-05-2009, 09:45 PM
RE: HP-Based Moves - by Azriel - 03-06-2009, 09:18 AM
RE: HP-Based Moves - by 1477 - 03-06-2009, 10:37 PM
RE: HP-Based Moves - by Azriel - 03-07-2009, 07:45 AM
RE: HP-Based Moves - by 1477 - 03-07-2009, 08:54 PM



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