(09-04-2009, 11:44 AM)no one Wrote: Nave just gave you the solution above. Go to a frame where you lose some mp and wait value is a little high so you can have time to press a certain combination to go to another frame and gain back some mp.
*thumb up for this auto-merging*
Another way to do it without pressing anything is that when you use the mp gain move, you go to a frame where you lose 100 mp(same as above). then you opoint out a type: 3/type: 0 and use itr/kind: 3 or itr/kind: 8 and bring yourself to the frame where you note that -175 mp.
Sorry But i dont think that would work. Gaining mp with mp tag works only from inputs and only on the first frame. Nave stated it somwhere. I also know cause I messed around with the mp tag myself. People that did may know.
Only two ways to gain mp beer+state: 17/ mp tag on the first frame of attack/action. you got to press an input to gain mp/hp when using mp tag.
From what he said i figured he want to limit the move only when you have mp below a certain value. Lets say 200mp .Btw that nice idea.
I got an idea. Remember the alternate move method? (Credit to BP or was it yinyin?)
Make frame that has <frame> hit_d: the attack itself next: frame 2
frame 2 mp: -200 next : 999
Code:
<frame> 1 Bla wait: 0 next: frame 2 hit_d: frame 3 (attack that limited with the amount of mp)
<frame> 2 next: 999 mp: -200
<frame> 3 bla (your move)
If you have more mp 200 you will just go back to standing frame and you will waste 200 mp but if dont you will go to frame noted in hit_d:
Look in frame fire_run for example :
Code:
<frame> 255 burn_run
pic: 163 state: 19 wait: 2 next: 256 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 75
sound: data\003.wav
wpoint:
kind: 1 x: 59 y: 39 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 17 y: 15 w: 41 h: 62
bdy_end:
<frame_end>
<frame> 256 burn_run
pic: 164 state: 19 wait: 2 next: 257 dvx: 10 dvy: 0 dvz: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\070.wav
wpoint:
kind: 1 x: 42 y: 49 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 30 y: 16 w: 31 h: 62
bdy_end:
<frame_end>
<frame> 257 burn_run
pic: 165 state: 19 wait: 2 next: 261 dvx: 10 dvy: 0 dvz: 0 centerx: 32 centery: 79 hit_a: 0 hit_d: 218 hit_j: 218 mp: -10
sound: data\004.wav
opoint:
kind: 1 x: 18 y: 81 action: 50 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end:
wpoint:
kind: 1 x: 18 y: 49 weaponact: 25 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 11 w: 49 h: 70 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 18 y: 14 w: 43 h: 65
bdy_end:
<frame_end>
<frame> 258 burn_run
pic: 160 state: 19 wait: 2 next: 259 dvx: 10 dvy: 0 dvz: 0 centerx: 32 centery: 79 hit_a: 0 hit_d: 218 hit_j: 218 mp: -10
sound: data\003.wav
opoint:
kind: 1 x: 18 y: 81 action: 50 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end:
wpoint:
kind: 1 x: 59 y: 38 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 11 w: 49 h: 70 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 12 y: 10 w: 51 h: 70
bdy_end:
<frame_end>
<frame> 259 burn_run
pic: 161 state: 19 wait: 2 next: 260 dvx: 10 dvy: 0 dvz: 0 centerx: 37 centery: 79 hit_a: 0 hit_d: 218 hit_j: 218 mp: -10
sound: data\070.wav
opoint:
kind: 1 x: 18 y: 81 action: 50 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end:
wpoint:
kind: 1 x: 54 y: 48 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 11 w: 49 h: 70 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 19 y: 12 w: 50 h: 68
bdy_end:
<frame_end>
<frame> 260 burn_run
pic: 162 state: 19 wait: 2 next: 261 dvx: 10 dvy: 0 dvz: 0 centerx: 33 centery: 79 hit_a: 0 hit_d: 218 hit_j: 218 mp: -10
sound: data\004.wav
opoint:
kind: 1 x: 18 y: 81 action: 50 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end:
wpoint:
kind: 1 x: 20 y: 48 weaponact: 25 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 11 w: 49 h: 70 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 16 y: 11 w: 47 h: 69
bdy_end:
<frame_end>
<frame> 261 burn_run
pic: 161 state: 19 wait: 2 next: 258 dvx: 10 dvy: 0 dvz: 0 centerx: 37 centery: 79 hit_a: 0 hit_d: 218 hit_j: 218 mp: -10
sound: data\071.wav
opoint:
kind: 1 x: 18 y: 81 action: 50 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end:
wpoint:
kind: 1 x: 54 y: 46 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 11 w: 49 h: 70 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 20 y: 12 w: 47 h: 68
bdy_end:
<frame_end>
The bad thing about that you can also lose mp for nothing so...
to slove that force your character into frame with repeating next hit_a that secnd you frame where you go to standing cause you wanna gain back the mp.
Code:
<frame> 1 Bla wait: 0 next: frame 2 hit_d: frame 3 (attack that limited with the amount of mp)
<frame> 2 next: frame 40 mp: -200
<frame> 3 bla (your move)
<frame> 10 next: 10 frame hit_a: frame 11
<frame> 11 next: 999 wait:0 mp: -200 you gain back your lost mp.
If you got like more then 200 mp you press lets just say D>aa and you go back to standing frames. less 200 mp
Just d>a .