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Q: HP connection with attacks
#11
(03-30-2009, 03:15 PM)vandesdelca Wrote:  EDIT: and what is "IF yoo haven't the required hp, you follow the hit_d automatically which will lead to the stronger attack ^^"?
automatically? is there a system like that?
There is ^^
If you canot fullfill the mp/hp-tag, and you have a specified hit_d you will go there.

It is used in timers and chasing balls ^^
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#12
u mean when a char dosen't have any mp and use a move it won't react right? the char just keep defending. so how didya make this "defending insufficient MP" frame turn into special attack?
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#13
(03-30-2009, 03:53 PM)vandesdelca Wrote:  u mean when a char dosen't have any mp and use a move it won't react right? the char just keep defending. so how didya make this "defending insufficient MP" frame turn into special attack?

>>>

(03-30-2009, 03:03 PM)Alblaka Wrote:  Nope, the trick is to make hp-tags
For exampel you make 250 hp on the beginnign move.
IF you have the 250 hp (hp>50%) you perform the move, get healed by 250 (<<< THAT is the biggest part of work XD) and do the weak attack.
IF yoo haven't the required hp, you follow the hit_d automatically which will lead to the stronger attack ^^
But you cannot make that game with 3 requirements...
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#14
@Alblaka & Topic

Ok, either I'm not understanding Alblaka's explanation properly, or this thing completely doesn't work. I discussed this method in my other thread (dedicated to HP-Based Moves) with Azriel. Here's the link regarding this issue :D:

>HP-Based Moves<

The redirection to the frame noted in the 'hit_d:' tag only applies/works if the move is using a continuous, 'MP-Diminishing' attack, and for those moves, the tag only goes up to three-digits (in otherwords, the 'HP-Requirement' function is not realized).

'HP-Requirement' is only recognized in the very first frame of the attack, and it is a prerequisite for the 'Key-Combination Input' to be recognized.

Therefore, the problem is that if the character doesn't have the specific HP requirements, he simply doesn't do anything. He will not go into the 'hit_d:' frame. Actually, since the 'Key-Combination Input' is not even recognized, the starting frame of the move isn't even entered. The character simply continues doing what he was doing before :D.

To make a long explanation short :D, the 'hit_d:' method works for 'MP-Based' moves only, and not anything else (not for HP-Based Moves). I've actually personally tested and tried this method :D.

Note: If I somehow interpreted the method I'm "denouncing" incorrectly, please let me know.

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#15
Uhm...
Dang it...

That means Cleric won't get a secret lowhp transformation -.-
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Return (String) System.getNewsOfTheDay();
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