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[solved] Problem: More enemies = longer Move
#1
:/
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.
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Greetz,
Alblaka
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[solved] Problem: More enemies = longer Move - by Alblaka - 04-28-2009, 07:52 PM



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