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transforming ball issue
#11
(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 :
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 .
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#12
i wanted to limit the move to when i have mp ABOVE a certain value.
so people with low mp cannot spam the mp gain meaning they have to wait for the mp to recover a bit before being able to use it.
beer is out of the questions too because of the way my character is designed.

and @HappyHouR; your description is rushed by the looks of it? i cant understand what youre trrying to say. sorry
~its been a long time coming~
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#13
Ahh....I got your question all wrong. I thought you want to give char mp only if he have already got a certain mp value.

Check HappyHouR post. That's the solution.
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#14
(09-05-2009, 02:31 AM)dubbleD Wrote:  i wanted to limit the move to when i have mp ABOVE a certain value.
so people with low mp cannot spam the mp gain meaning they have to wait for the mp to recover a bit before being able to use it.
beer is out of the questions too because of the way my character is designed.

and @HappyHouR; your description is rushed by the looks of it? i cant understand what youre trrying to say. sorry

I described limited mp move that works only when your below certain value. if you have mp above cer you will not do the move and go back to standing frames. If you have lower mp from that certain value you will do the move .The first frame of the move noted in the hit_d: . That alternative method.

I didnt rushed .
I figured the limitation you wanted the wrong way. I didnt knew that was mp gain move.

(09-04-2009, 10:31 AM)TheNave Wrote:  you can't recrive mp's in the second+ frame, except with beer, but that's very slow

I would recommand you to add a hit_a/j/d like
frame 1 wait: 5 blahblah hit_a: 2 mp: 100 <---- check your mp so you can only do this if you have enough mp
frame 2 bliblablublah mp: -175 < you gain 75 mp.

He pretty much showed it too you. you dont like his method that too bad.

You see that not possible to gain mp on the 2nd frame without beer.
You must use hit_x . Gaining mp with negative mp tag works only on the first frame & only from inputs.

Sorry for repeating myself.


mmm i got an idea. You could just use bear & make it look like powerup but limited it with mp cost.I think the longer(wait: high value then normal) you stay in frame with state: 17 the faster you gain mp/hp. I tested something like that.

Another idea you could use Nave method + the method noted above. That would make a limited mp powerup .You dont have too loop it yes.
Code:
<frame> 1 wait: 60 next: 999 mp: 250 hit_a: 2
<frame> 2 wait:  3 next: 3 mp: -350  
<frame> 3 state: 17  spawn  bear + drinkiing loop wpoint that hold the beer far from the screen.
<frame> 4 state: 17  next: 5 hit_d: 6
<frame> 5 state: 17  next: 4  hit_d: 6
<frame> 6 next: 999 weaponact: 1000

Note you may try to use a longer wait value that may increase the mp regeneration per second.
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#15
I hex'ed an mp gaining state but... that's another story :P
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#16
well i guess i'll just leave it as it is. sorry
all i wanted was not for the move to be spammable...i absolutely cannot use beer...
oh well. thanx alot for the effort.
~its been a long time coming~
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