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#1

ban together to make a HP,atk, def system

Archive: 7 posts


I noticed that a few sackpeeps like rpgs games, now I havn't though of a way to make a effective HP, Atk, Def, etc system.

Now seen a way with a combination, battery logic etc to take away a certain amout of % to a timer,

But what if I wanted people to have difrent HP?

If a person has 50HP and another has 30HP

Person 1 HP 50 (Would survie attack 2 times with the 3rd being the final blow)
Person 2 HP 30 ( can only survie 1 with the 2nd being the final blow)
Monster attack =20

But if this was done in %

Person 1 HP 50 (Would survie attack 3 times with the 4th being the final blow)
Person 2 HP 30 ( Would survie attack 3 times with the 4th being the final blow)
Monster attack =25%


So Can any one help me here? Or shall we band to together to make a effective one?
2011-08-08 16:32:00

Author:
Chaos_Martin
Posts: 298


oh ho my friend its quite easy with the timer, i think your looking at it wrong. okie here we go!
having it check for colision, (or whatever initial input) will activate, a microchip which contains a tag sensor set to value, (not sure of name) then simply lead that to the timer set to speed scale. now the tag it detects should be a tag with a batery connected to it. there is math involved but i dont know the exact formula, comphermc of somone can help there, but know that it is not entireley percent based, it DOES rely on that timer number!!!
2011-08-09 08:53:00

Author:
dragonights
Posts: 209


It is my understanding that the downside to the timer is that there is no way to take more than 33% of a timer in a single frame. This is due to the fact that the fastest a timer can operate is .1 second. A single frame in LBP2 is .033 seconds. This means that a 100% pulse on a timer for one frame would work like this

100% charge * .033 seconds = damage% * .1

(1 * .033)/.1 = damage
.033/.1 = damage
.33 = damage
33% = damage%

Maybe I was mistaken, but that is how I understand the math to work.
2011-08-09 09:13:00

Author:
tdarb
Posts: 689


Feedback loops XD. Learn to use them, they are perfect. I had a basic design done in sig, but comphermc has a much better design in his 2-torial thread. Too tired to explain now though, just go check out the tutorials forum and check his video out.

To get different healths for each unit, just change how much damage each attack does to them.

Dunno if the different design will help at all, but gl.
2011-08-09 09:37:00

Author:
SSTAGG1
Posts: 1136


Right last nigt I found out about the percentadge, battery, timer, But I find it damage limted.2011-08-09 11:47:00

Author:
Chaos_Martin
Posts: 298


Become a digital gentleman instead of an analog barbarian and all your problems will go away.2011-08-09 12:36:00

Author:
Ayneh
Posts: 2454


Ayneh, you couldn't possibly be trying to wing Chaos_Martin over to the weird world of binary now would you?

Martin, the sum for working out the % input for a timer when used as an input to an analogue register is: [(M/100)*P]*3=C, where M is Max time on timer, P is intended % input and C is current time.

E.G. to create a 20% input, set 12,000 as max time and 7,200 as current time. Because: [(12,000/100*20)*3] = 7,200. ( as a check-sum [(7,200*5)/3] = 12,000 )

You'll see the weird relationship between the timer and pulse gate going on here. Notice how 7,200 is actually 60% of 12,000 but its 'acting' as 20%, because only 30% of the true signal is passing into the timer... lol it's a bit weird but you'll get used to it.

There are a few other things you need to know like you must use a multiple of 3 as the Max Time setting and also you can't go over 33% in one frame.

Hope this helped.
2011-08-09 12:59:00

Author:
Epicurean Dreamer
Posts: 224


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