01-13-2010, 07:35 PM
That's the point, actually, you would need to create a system that notices whether it hits an enemy or not... otherwise people could just mash up the air and upgrade their weapon with it... Dunno how to do that...
hit_a tells the game (for T3) to reduce the objects hp by hit_a-value * frame amount (so wait:0 = 1 frame).
If the object doesn't has that amount of hp, it will be sent to the frame "hit_d".
So, you would make a wait:0 frame with hit_a: 1000 somewhere in the data, that has a next to the transformation frame and a hit_d to the usual held frames.
But here's another problem, since i think, next is beign ignored in hold weapons or something...
If enemy hit the weapon its hp will REDUCE, so the weapon will "loose experience", not vice versa...
hit_a tells the game (for T3) to reduce the objects hp by hit_a-value * frame amount (so wait:0 = 1 frame).
If the object doesn't has that amount of hp, it will be sent to the frame "hit_d".
So, you would make a wait:0 frame with hit_a: 1000 somewhere in the data, that has a next to the transformation frame and a hit_d to the usual held frames.
But here's another problem, since i think, next is beign ignored in hold weapons or something...
If enemy hit the weapon its hp will REDUCE, so the weapon will "loose experience", not vice versa...
My Creations: (Click to View)
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka