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 dmgMP= 20-25 dmgFP= 25-30 dmgAnyone 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.
pm is bad.Marius121 said, April 28, 2008, 11:47:04 pmI 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.Marius121 said, April 28, 2008, 11:47:04 pmLP = 15-20 dmgMP= 20-25 dmgFP= 25-30 dmgAnyway 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 LPdamage = 15 + random% 6for MPdamage = 20 + random% 6FP is homework.
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.
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 5000explodanim=456000 + (gethitvar(damage)%10)explod2anim=456000 + (gethitvar(damage)%100)/100etc..
PPF said, April 29, 2008, 04:37:13 amYou 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-
Marius121 said, April 29, 2008, 05:31:49 amPPF said, April 29, 2008, 04:37:13 amYou 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??You can position them over the hitsparks.
Will try to do that and see how it works with random % for LP-MP-FPKnow 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=15LP=16LP=17LP=18LP=19LP=20See what I mean??Im just not sure how to get this to work yknow?
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.
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.