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I'm just wondering if it's possible for a character to make a different move when it runs out of mp? :confused:
Or something like this: with the same command, he makes a stronger move if his mp is 60 or more, but if his mp is less than 60, he makes a weaker move...
Pls. help, thanks!
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11-04-2008, 03:08 PM
(This post was last modified: 11-04-2008, 04:55 PM by Silverthorn.)
if you have a close look at the mp-frames, you'll notice something. If you don't have enough mp, the frame written behind hit_d: will be used as an alternative. So, if you set the wait to 0 in that mp-lose-frame, you won't have the opportunity to canceling the move in that frame by hitting the defend-key. From the hit_d-frame on, you should be able to set your alternate move
post #1200
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
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11-04-2008, 03:11 PM
(This post was last modified: 11-04-2008, 03:12 PM by MH-Razen.)
woot, even I didn't recognize
moved to advanced, good point...
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Once I had a fortune, it said: "Leave now. Life is short. Time is luck" Don't dream your life, live your dream!
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11-04-2008, 04:44 PM
(This post was last modified: 11-04-2008, 04:54 PM by YinYin.)
(11-04-2008, 03:08 PM)Blue-Phoenix Wrote: So, if you set the wait in that mp-lose-frame, you won't have the opportunity to canceling the move in that frame by hitting the defend-key. set the wait to zero i guess - not quite the epic #1200 :p
basic point really - and btw if you hold the defend button before that frame (going over it with it) it will still get recognized
also only works on frames activated by next and with a negative mp value
(but it allows the hit_back, a tag that i think was supposed to exist but it doesnt - means if you are moving on x axis in that frame you can hit/hold the opposite direction to activate the hit_d, used in firens burn_run to stop)
id suggest you to have a look at this aswell
http://www.lf-empire.de/forum/showthread.php?tid=806
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if you want to have even more control, you can make D>A have 3 different moves depending on 3 cases:
priorities~
1 hit_Fa:
2 hit_a:
3 frame thingy from sourcecode (this may not be applicable)
so like, in standing frames, have hit_Fa: move1, hit_a: move2, and punch.
move1 has mp: 300
move2 has mp: 100
punch may have mp: 20 (like arrows)
if u do D>A, and u have 300+ mp, it'll do move1,
if u have 100<=x<=299 mp, it'll do move2
if u have 20<=x<=99 mp, it'll do punch
if u have 19 or less, it won't do anything.
and from here, we can do even more powerful combinations using the method above.
D>A, next: mp: -100, hit_j/d: move4, otherwise it goes to next: which is move3.
and also, for move2, have next: mp: -50, hit_j/d: move5, otherwise move2
and for punch, have next: mp: -30, hit_j/d: move6, otherwise punch
stick this in Yinyin's tutorial thread? I don't know
Azriel~
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@ BP & YinYin:
Can you give an example for the first frame? Mine didn't work... :confused:
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my method only works for preset attacks
so the first frame would need to be 60/65/85/etc
its as simple as this:
Code: <frame> 85 hey
pic: 11 state: 3 wait: 1 hit_a: 86 next: 87
<frame_end>
<frame> 86 mana :D
pic: 90 state: 3 next: x mp: 100
<frame_end>
<frame> 87 no mana :(
pic: 9 state: 3 next: y
<frame_end>
if you want to apply it to hit_ inputs it wont work tho - the first frame needs to be a preset action so the held attack button can still be read as the hit_a input to check for mp
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Thanks, YinYin. I just messed up with my data...
BTW, is it possible for the other one without mp have smaller mp usage like 10 for example?
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sure, just add a mp: -10 in the alternate frames
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~
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11-19-2008, 03:43 PM
(This post was last modified: 11-25-2008, 03:39 AM by RUDOLF27.)
Thanks a lot!
BTW, I have some problems with my air projectile (jump attack)....
1. When pressing "j+a" at the same time, it automatically goes to the "no mp" or "lesser mp" frames.
2. When pressing "left/right" arrow key then "j+a" at the same time, it doesn't use any mp...
My jump attack frames are actually jump weapon attack, since the char carries an invisible weapon (to prevent the AI to keep on getting weapons since the char is made not to pick weapons)
Here's the data:
Code: <frame> 30 jump_weapon_atck
pic: 48 state: 3 wait: 1 next: 86 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 81 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 51 y: 14 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 2 y: 14 w: 64 h: 64
bdy_end:
<frame_end>
<frame> 80 jump_weapon_atck
pic: 48 state: 3 wait: 1 next: 86 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 81 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 51 y: 14 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 2 y: 14 w: 64 h: 64
bdy_end:
<frame_end>
<frame> 81 jump_weapon_atck
pic: 48 state: 3 wait: 1 next: 31 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0 mp: 60
wpoint:
kind: 1 x: 51 y: 14 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 2 y: 14 w: 64 h: 64
bdy_end:
<frame_end>
<frame> 31 jump_weapon_atck
pic: 51 state: 3 wait: 2 next: 32 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0 mp: 60
sound: data\dsposact.wav
wpoint:
kind: 1 x: 58 y: 68 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 0 y: 14 w: 61 h: 64
bdy_end:
<frame_end>
<frame> 32 jump_weapon_atck
pic: 90 state: 7 wait: 3 next: 241 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 105 y: 50 action: 40 dvx: 0 dvy: 0 oid: 523 facing: 0
opoint_end:
wpoint:
kind: 1 x: 53 y: 65 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 0 y: 14 w: 66 h: 64
bdy_end:
itr:
kind: 0 x: 26 y: 37 w: 84 h: 33 dvx: 5 vrest: 15 fall: 70 bdefend: 16 injury: 30
effect: 2
itr_end:
<frame_end>
<frame> 241 jump_weapon_atck
pic: 90 state: 7 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 60 y: 53 action: 150 dvx: 0 dvy: 0 oid: 523 facing: 0
opoint_end:
wpoint:
kind: 1 x: 53 y: 65 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 0 y: 14 w: 66 h: 64
bdy_end:
itr:
kind: 0 x: 26 y: 37 w: 84 h: 33 dvx: 5 vrest: 15 fall: 70 bdefend: 16 injury: 30
effect: 2
itr_end:
<frame_end>
<frame> 86 jump_weapon_atck
pic: 48 state: 3 wait: 1 next: 87 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0 mp: -10
wpoint:
kind: 1 x: 51 y: 14 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 2 y: 14 w: 64 h: 64
bdy_end:
<frame_end>
<frame> 87 jump_weapon_atck
pic: 51 state: 3 wait: 2 next: 88 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0 mp: -10
sound: data\dsposact.wav
wpoint:
kind: 1 x: 58 y: 68 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 0 y: 14 w: 61 h: 64
bdy_end:
<frame_end>
<frame> 88 jump_weapon_atck
pic: 90 state: 7 wait: 3 next: 89 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 105 y: 50 action: 100 dvx: 0 dvy: 0 oid: 523 facing: 0
opoint_end:
wpoint:
kind: 1 x: 53 y: 65 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 0 y: 14 w: 66 h: 64
bdy_end:
itr:
kind: 0 x: 26 y: 37 w: 84 h: 33 dvx: 5 vrest: 15 fall: 70 bdefend: 16 injury: 30
effect: 2
itr_end:
<frame_end>
<frame> 89 jump_weapon_atck
pic: 90 state: 7 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 49 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 60 y: 53 action: 140 dvx: 0 dvy: 0 oid: 523 facing: 0
opoint_end:
wpoint:
kind: 1 x: 53 y: 65 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 0 y: 14 w: 66 h: 64
bdy_end:
itr:
kind: 0 x: 26 y: 37 w: 84 h: 33 dvx: 5 vrest: 15 fall: 70 bdefend: 16 injury: 30
effect: 2
itr_end:
<frame_end>
Pls. help, thanks...
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