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03-19-2009, 11:03 PM
(This post was last modified: 03-20-2009, 05:05 PM by Silverthorn.)
(03-19-2009, 09:56 PM)TheNave Wrote: read above @TheNave:
Errr, dude, are you drunken?
Dont you understand what I mean?
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Hypermodders Profile Wrote:Posts: 780
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@rest:
Check the f.ckin' link and chang the mp-tags like you change a math-rule! It's just a code based on numbers and words and I expect you to be capable of handling this! Otherwise go back to DC-ing basic steps or change to spriting! I made a study-example, but atm I'm pi..ed off and wont upload it that soon!!
Blue Phoenix's Profile Wrote:Posts: 1911
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But don't forget that I'm still and admin and in case you don't want to argue on a mature level I have no other choice to warn you. Think about what you're comparing; it's like Reals and Imaginaries: you can't mix them. ~ Blue Phoenix
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03-20-2009, 12:47 AM
(This post was last modified: 03-20-2009, 12:54 AM by Drahcir.)
Hypermodder Wrote:(see above) *sigh*
TheNave is right--you'd need a positive mp-tag for the standing frames. Or would that still not work?
And by the way, HM, no offense, but on average, your posts aren't all that useful, especially the earlier ones...Then again, who am I to judge?
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(03-19-2009, 11:03 PM)Hypermodder Wrote: (03-19-2009, 09:56 PM)TheNave Wrote: read above @TheNave:
Errr, dude, are you drunken?
Dont you understand what I mean?
TheNaves Profile Wrote:Posts: 89
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Hypermodders Profile Wrote:Posts: 780
Reputation: 16 Don't you think I know about what I'm writing?
@rest:
Check the f.ckin' link and chang the mp-tags like you change a math-rule! It's just a code based on numbers and words and I expect you to be capable of handling this! Otherwise go back to DC-ing basic steps or change to spriting! I made a study-example, but atm I'm pi..ed off and wont upload it that soon!! Post count is irrelevant.
Hmm, what was the saying again?
Quality over quantity?
Don't try to flame someone based on a fact that might as well imply that you spam a lot.
Grow some f***ing balls, Hypermodder.
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Will you all just stop with the swearing. I'm getting annoyed at how everyone's just bypassing the language filter and swearing at everyone else.
@HM
you should know better. i know the frustration of people not understanding you after explaining stuff to them a million times over, but just, ignore it.
@Jossua
i'd thought u'd stop by now since the argument in the other thread. at least, keep to the positive side of your now double-sided post.
..
this immature swearing and spamming ends here. do NOT comment on it in any way, or i will -ve u, without regard to who you are. do NOT argue with me. do NOT post apologies here. do NOT swear any more. if this goes on, people will be banned. your flaming does nothing. don't Thank me coz of people's idiocy. Thank those people if they finally grow up and stop swearing and flaming on a public forum.
This post shouldn't even exist.
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still this is somehow ontopic because Madara still doesn't know how to regenerate mps while his character is standing, but well I'm going to pm HM instead of continueing here, because I'm pretty sure a negavtive mp tag won't incrase your mps in the standing frames :roll:
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03-20-2009, 03:16 PM
(This post was last modified: 03-20-2009, 03:23 PM by Boop.)
(03-20-2009, 11:21 AM)Azriel Wrote: ...
@HM TheNave
you should know better. i know the frustration of people not understanding you after explaining stuff to them a million times over, but just, ignore it.
...
Typo fixed.
The problem still hasn't been solved, I've yet to see a DC solution of regenerating MP in the standing frame at a high rate. I'm actually quite interested to see how it'd work.
The link to the tutorial doesn't apply (like stated by TheNave, and others, 3-4 times), it uses the -mp tag, which won't work in the standing frames... Then it creates a beer bottle to reduce it down to 500. So even if -mp did work in this case, the character wouldn't be able to hold any weapons while standing + state 17 would have to be used which wouldn't let the character change the direction (if I remember correctly).
10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.
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03-20-2009, 04:36 PM
(This post was last modified: 03-20-2009, 04:55 PM by TheNave.)
oh ya anway I think I got a solution for this(theory, some disadvantages):
- change the wait of all standing frames to 0
- create some more standing frames to make the breathing of the char correctly(because of the wait: 0 on everyones of them)
- every second standing frame should get a state: 17 and opoints out a beer bottle(which should be invisible)
- the next frame with state 0 should get a weaponact: 1000 to remove the beer bottle again
so it works like following, on the second standing frame a beer bottle is summoned, the character gains some mp on this frame caused by the state 17, the character can't walk,defend,jump,etc. anylonger then, but that isn't really important because that frame got a wait: 0 only, then there is a frame with state: 0 again, the character is able to do all the common actions again, but his beerbottle will be removed(weaponact: 1000), because he shouldn't be able to do something and suddenly the bottle(which was invis) apears in his hand, on the next frame everything is repeated and he gains a little bit mp again, so this should atleast make the mp regeneration A BIT faster...
problem is that he'll loose his currently weapon he's holding whenever he is on the second standing frame... :/
everything still a theory, testing it now
EDIT:
Just tested it:
the weaponact: 1000 has to be in every standing frame... you can change the "wait" of the first standing frame to whatever you want, the char will start regenerating after he reaches the second frame...
else most things are working fine, sometimes he does the light_weapon_attack instead of a normal punch but he doesn't keep the beerbottle and he looses the weapon he's holding while standing
Code for everyone who wants to try it out it's for template only, change his normal standing frames into the following lines...)
Code: <frame> 0 standing
pic: 0 state: 0 wait: 10 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 1 standing
pic: 1 state: 17 wait: 0 next: 2 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 33 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 2 standing
pic: 1 state: 0 wait: 0 next: 3 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 3 standing
pic: 1 state: 17 wait: 0 next: 235 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 235 standing
pic: 2 state: 0 wait: 0 next: 236 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 33 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 236 standing
pic: 2 state: 17 wait: 0 next: 237 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 237 standing
pic: 2 state: 0 wait: 0 next: 238 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 238 standing
pic: 3 state: 17 wait: 0 next: 239 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 33 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 239 standing
pic: 3 state: 0 wait: 0 next: 240 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 240 standing
pic: 3 state: 17 wait: 0 next: 241 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 241 standing
pic: 0 state: 0 wait: 0 next: 242 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 33 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 242 standing
pic: 0 state: 17 wait: 0 next: 243 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
opoint:
kind: 2 x: 42 y: -999 action: 35 dvx: 0 dvy: 0 oid: 123 facing: 0
opoint_end:
<frame_end>
<frame> 243 standing
pic: 0 state: 0 wait: 0 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 244
wpoint:
kind: 1 x: 32 y: -999 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 244 mp_wasting_punch
pic: 10 state: 3 wait: 2 next: 61 dvx: 1 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 250
itr:
kind: 2 x: 26 y: 58 w: 37 h: 23 vrest: 1
itr_end:
bdy:
kind: 0 x: 30 y: 18 w: 28 h: 60
bdy_end:
bdy:
kind: 0 x: 23 y: 35 w: 37 h: 24
bdy_end:
<frame_end>
Defend + Jump + Attack is a useless move which costs 250 mps, so that you can test the regeneration better
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found the problem with the regenerating stuff!
I used other exe-file. replaced with normal lf2.exe and it doesnt work anymore.
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03-20-2009, 05:15 PM
(This post was last modified: 03-20-2009, 05:25 PM by TheNave.)
@HM
duh, I won't belive you that there ever was an *.exe file on which a negative mp-tag regenerates mps if it's NOT in the first frame of a move...
EDIT: I realised something... if you used a special *.exe file, why did ya show us a (wrong) dc methode(am talking about that link) which is used on the ORGINAL LF2.exe?
@Silva
or is smthing like that easy to do on hex editing? I dunno much about it but I would say something like that hasn't been created yet
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wow it worked thanks The Nave.
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