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HITPOINTS (Read 785 times)

Started by Marius121, April 28, 2008, 11:47:04 pm
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HITPOINTS
#1  April 28, 2008, 11:47:04 pm
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I need help with coding to make HITPOINTS come up everytime my chars take/recieve damage for my AoA project.

RPG Style!!

Also Note: I need the damage to be random everytime too so the same numbers arent popping up all the time something like this.

LP = 15-20 dmg
MP= 20-25 dmg
FP= 25-30 dmg

Anyone follow what I am trying to do here.

I believe I could get this to work if I did it with a HELPER for the Numbers and added so that it reacts to all hits LMF

Anyway If we can even get the points up that way, I would still need to figure out how to make mugen understand that I need the damage to be random, between these above numbers.

Someone please PM ME if they want to help me figure this out, CREDIT WILL BE GIVEN TO HELP IN FINAL CREATION OF AoA.

THANX MUCH.

By Marius121 at 2008-04-29
Re: HITPOINTS
#2  April 29, 2008, 12:02:18 am
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pm is bad.

I need help with coding to make HITPOINTS come up everytime my chars take/recieve damage for my AoA project.

This is bad too.

you should focus only on receive.



LP = 15-20 dmg
MP= 20-25 dmg
FP= 25-30 dmg

Anyway If we can even get the points up that way, I would still need to figure out how to make mugen understand that I need the damage to be random, between these above numbers.


in the hitdef:
for LP
damage = 15 + random% 6
for MP
damage = 20 + random% 6
FP is homework.
Re: HITPOINTS
#3  April 29, 2008, 12:10:46 am
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yeah I see what you mean fo sho with the recieve thing, thanx with the random DMG works fine, but I still need to figure how to make the points come up proper as a visual.

By Marius121 at 2008-04-29
Last Edit: April 29, 2008, 12:13:52 am by Marius121
Re: HITPOINTS
#4  April 29, 2008, 12:28:32 am
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Read on gethitvar and explod, you need to have anims for every number, then call explods based on the damage. I suggest you to use anim 456000 for the 0,456001 for the 1, etc.. then just do something like:

in statedef 5000

explod
anim=456000 + (gethitvar(damage)%10)

explod2
anim=456000 + (gethitvar(damage)%100)/100
etc..
Re: HITPOINTS
#5  April 29, 2008, 02:42:12 am
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Fo Sho Thanx Man 8)

By Marius121 at 2008-04-29
Re: HITPOINTS
#6  April 29, 2008, 04:37:13 am
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You could make numbers as animations and use them as hitsparks.
Jango said:
Robert the small said:
OH, SO YOU WANNA FIGHT!? I'LL SHALALY YA, YA DRIED UP STINKY DICKLICKER!
MY RAPEFEST WILL BE SO GREAT YOU'LL HAVE TO SHUT DOWN YOUR YOUTUBE ACCOUNT LIKE FLOOFIEKUN
Re: HITPOINTS
#7  April 29, 2008, 05:31:49 am
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You could make numbers as animations and use them as hitsparks.

I could do that but then I would not have Hitsparks.... --;

Are you suggesting that I overlap the sparks with Numbers on top of them??

I dont understand what you mean by replacing hitsparks with animations of numbers?

Or is it also possible to have two animations activate simoultaneously upon hit?

Anyway please let me know what you mean -k-

By Marius121 at 2008-04-29
Re: HITPOINTS
#8  April 29, 2008, 05:37:20 am
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Jango said:
Robert the small said:
OH, SO YOU WANNA FIGHT!? I'LL SHALALY YA, YA DRIED UP STINKY DICKLICKER!
MY RAPEFEST WILL BE SO GREAT YOU'LL HAVE TO SHUT DOWN YOUR YOUTUBE ACCOUNT LIKE FLOOFIEKUN
Re: HITPOINTS
#9  April 29, 2008, 07:04:28 am
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Will try to do that and see how it works with random % for LP-MP-FP

Know what I mean?

I cant have the same number always popping up all the time.

So I would have to make at least 5 seperate animations for each point

LP=15
LP=16
LP=17
LP=18
LP=19
LP=20

See what I mean??

Im just not sure how to get this to work yknow?

By Marius121 at 2008-04-29
Re: HITPOINTS
#10  April 29, 2008, 10:02:35 am
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random % N gives back a random number going from 0 to N-1.
So 15+random%6 would give randomly a number going from 15 to 20.
Re: HITPOINTS
#11  April 29, 2008, 05:00:55 pm
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there are two ways, you can have one animation per number that means having a few hundred animations, but it will be easier to code, or you can have one animation per digit which only needs 10 animations but slightly more complex code.