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[solved] HP-Based Moves
#8
@Azriel
According to you, are you saying that Blue Phoenix's method only works for only 'mp-based' moves, and not 'hp-based' moves?
If so, then your solution might be the only way?

@Topic
Will the following theory mod of Blue Phoenix's method change it from working only in 'mp-based' moves to working in 'hp-based' moves as well?

Explanation of Theory:

First of all, I want to mention that this theory is rather simple, and therefore I'm not confident that it works. Even if it does, there might be a couple glitches to fix :D.

1) Make three frames. On the second, third, and fourth frame, tack on the MP tag 'mp: -500'.

2) On the second and third frame, tack on 'hit_d:' links to the continuation frame of the normal, 1st priority attack. This will take out all of the character's MP via 'mp: -500' and force it to continuation frame via the 'hit_d:' tag.

3) On the fourth frame, tack on a 'hit_d:' link to the start frame of the secondary/alternate special move.

2) On the continuation frame of the normal, 1st priority move (that was linked to before via the 'hit_d:' tags), tack on the MP tag 'mp: 20000' in order to take out the 200 hp.

3) If the character doesn't have 200 hp, then he'll supposedly go to the start frame of the Alternate/Special 2nd Priority Move via the 'hit_d:' link on the fourth frame indicated in "Step 1".


If you're confused, see the coding of the new HP-Based move theory below.

I would very appreciate it if people review the following coding and inform me of any mistakes, or if this theory doesn't work at all.

Code:
HP-Based D>A Attack Attempt #2 Using Blue Phoenix's Method

*************D>A Normal Attack*************

#First Frames 235-238 Takes Out All MP, Forcing (via 'hit_d:') Character To Enter Frame 245 If HP Requirements Are Met. If Not, Character Enters Frame 265 (Secondary Priority).

<frame> 235 D>A Normal (1st Priority)
pic: 132 state: 3 wait: 1 next: 236 dvx: 0 dvy: 0 dvz: 0 centerx: 25 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
   wpoint:
      kind: 1  x: 6  y: 47  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 11  y: 12  w: 34  h: 66
   bdy_end:
<frame_end>

<frame> 236 D>A Normal (1st Priority)
   pic: 133 state: 3 wait: 1  next: 237  dvx: 0  dvy: 0  dvz: 0  centerx: 24 centery: 79 hit_a: 0 >hit_d: 245<  >hit_j: 245<  >mp: -500<
   wpoint:
      kind: 1  x: 5  y: 48  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 9  y: 13  w: 33  h: 66
   bdy_end:
<frame_end>

<frame> 237 D>A Normal (1st Priority)
pic: 133 state: 3 wait: 1 next: 238 dvx: 0 dvy: 0  dvz: 0 centerx: 24 centery: 79 hit_a: 0 >hit_d: 245<  >hit_j: 245<  >mp: -500<
   wpoint:
      kind: 1  x: 5  y: 48  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 9  y: 13  w: 33  h: 66
   bdy_end:
<frame_end>

<frame> 238 D>A Normal (1st Priority)
pic: 133 state: 3 wait: 1 next: 239 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 >hit_d: 265<  >hit_j: 265<  >mp: -500<
   wpoint:
      kind: 1  x: 5  y: 48  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 9  y: 13  w: 33  h: 66
   bdy_end:
<frame_end>

#Frame 245 Takes Out 200 HP

<frame> 245 D>A Normal (1st Priority)
   pic: 132 state: 3  wait: 1  next: 246  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0  >mp: 20000<
   wpoint:
      kind: 1  x: 5  y: 48  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 9  y: 13  w: 33  h: 66
   bdy_end:
<frame_end>

<frame> 246 D>A Normal (1st Priority)
pic: 134 state: 3 wait: 1 next: 247 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0  >hit_d: 255<  >hit_j: 255<  >mp: -50< (Brings Character to the Frame 255 via 'hit_d:' tag)
   wpoint:
      kind: 1  x: 5  y: 48  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 8  y: 12  w: 34  h: 68
   bdy_end:
<frame_end>

#Frame 255 Restores Life and MP to What It Was Before Move

<frame> 255 D>A Normal (1st Priority)
pic: 132  state: 3  wait: 1  next: 256  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0  >mp: -20500< (Returns Life and MP)
   wpoint:
      kind: 1  x: 5  y: 48  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 9  y: 13  w: 33  h: 66
   bdy_end:
<frame_end>

#Continuation of 'D>A Normal' Move

<frame> 256 D>A Normal
   pic: 134 state: 3 wait: 1  next: 257  dvx: 0  dvy: 0  dvz: 0  centerx: 24 centery: 79 hit_a: 0  hit_j: 0
   wpoint:
      kind: 1  x: 5  y: 48  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 8  y: 12  w: 34  h: 68
   bdy_end:
<frame_end>

*************D>A Alternate/Special Attack*************

#D>A Special/Alternate Attack (2nd Priority)

<frame> 265 D>A Special (2nd Priority)
   pic: 134 state: 3 wait: 1  next: 266  dvx: 0  dvy: 0  dvz: 0  centerx: 24 centery: 79 hit_a: 0  hit_j: 0
   wpoint:
      kind: 1  x: 5  y: 48  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 8  y: 12  w: 34  h: 68
   bdy_end:
<frame_end>

#Continuation of D>A Special Attack (2nd Priority)

<frame> 266 D>A Special (2nd Priority)
   pic: 134 state: 3 wait: 1  next: 267  dvx: 0  dvy: 0  dvz: 0  centerx: 24 centery: 79 hit_a: 0  hit_j: 0
   wpoint:
      kind: 1  x: 5  y: 48  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 39  w: 61  h: 23
   bdy_end:
   bdy:
      kind: 0  x: 8  y: 12  w: 34  h: 68
   bdy_end:
<frame_end>

Again, please review the above coding and inform me of any mistakes, or if this theory is completely crap :D.

Again, thanks for reading.

*******************************************************************************************************
EDIT: Theory tested. It's complete crap :D.

Conclusion:

The only working 'HP-Based' move system is 'Azriel's HP/MP Privilege System'. I'm using that system now myself :D. Blue Phoenix's method only works for 'MP-Based' moves.

In addition, among all the different moves available in the game, 'Azriel's HP/MP Privilege System' only works for the move 'DJA'. The details and the tutorial on how to create this system is posted on Azriel's last post.

Problem/Topic Solved.

EDIT (1 month later): Why hasn't this thread been moved to the 'Solved Problems' section? It's been such a long time since it has been solved. :D

~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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