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#1

Looking for help with Menu Logic & Math Logic

Archive: 4 posts


Looking for help hooking up the Menu System and patching it out.

Now that I really need help with is the the number/text display and math logic for adding and removing set numbers. This also has to be added to Gold amount also. (For Gold I need something that converts the Score to numbers in a menu. Score Senor doesn't seem to work.)

http://ic.lbp.me/img/ft/efc946746d9eef60bdc9b7cbe44168f6fc49043b.jpg

Its the HP & ATK increase by setting on pieces of weapons and equipment.
Base HP is like 20 and with gear it can increase by like 5,10,40,1000, etc.

All I know is you need to hook it up with a timer & a note and adjust the values.

This is a huge amount of logic that I will probably need help with.

This menu will be deleted from emiter when playing in battle or field mode. This is the main/equip menu for the characters. Players equip X equipment that will trigger a tag senor off screen that will save the active data. Once they leave the menu all the set data on the menu will be deleted and the active stuff off screen will still remain. Once players load into battle the active save data off screen will emite weapons and increase the stats of the characters before they have control.

http://ia.lbp.me/img/ft/6fa025500e290572c1a54a17b7bd1446eb4d65d1.jpg

Shop menu is pretty much the samething with the amount of gold that has to displayed by score.

Also been having issues with multi selectors in both menus. Like Having to make a extra slot in the select to turn off an arrow but when you toggle through the menu you skip an arrow because its blank. Not sure how to fix this.

When both menus are up its like 8-10% thermo right now. Goal is to have them be like 1-5% thermo when not emited.
2015-12-27 06:13:00

Author:
venat
Posts: 715


https://www.youtube.com/watch?v=JXJzQrsGxpc&index=23&list=PL7A81CF371DB13922

I believe this video has the logic you need. Just replace the addition method with an OR gate. As for set ammounts, you need to define a maximum that will be 100% I prefer a power of 10 and just subtract 1 from it and hook it up to an AND gate in the addition part. After that have notes set to that amount (the input by percentage or whatever setting) and divide by 10 until you reach 1 (use AND gate). Once you get that, take that output and make it a node (put the output anywhere on a microchip) and set the output from that node to its input. Now you can put this to a set tag such as addHP. Now what you will get with that is a rapidly increasing HP if you hook it up according to the video above. Use a counter that resets itself to make it only add 1. You can also emit this if you prefer wireless which you probably will need for certain things in this project. The subtract is the same but you aren't asking for that. If you need more explanation or this isn't what you want, as I've said earlier, I'm getting a PS4 REALLY soon so I shall be able to help you directly.

There is also this if you want this counter system (has some drawbacks, but also some advantages of easily being able to change base, getting values of a certain power directly without math, etc. The tutorial is for LBPV but it works on LBP3 too.
https://lbpcentral.lbp-hub.com/index.php?t=83533-How-to-Create-a-Custom-Money-System

As for the score thing, I'm not really sure. I prefer to apply score at the end and use the above counting methods as it's generally more reliable (unless you pick a non power of 10 for reasons of rounding (like 30)).

The selector thing is done with a check for if the menu item is unlocked; however, doing the calculation of where the next item should be is extremely tedious and altogether inefficient as this function is exponential at best or possibly linear with some clever but backwards to the player positioning. The best method is to have a check WHILE the greyed out option is selected that will force push to the next item (this is linear). This must take into account that the actual menu button CANNOT function until it is no longer greyed out as players will be able to access it otherwise.
2015-12-27 20:14:00

Author:
koltonaugust
Posts: 1382


https://www.youtube.com/watch?v=JXJzQrsGxpc&index=23&list=PL7A81CF371DB13922

I believe this video has the logic you need. Just replace the addition method with an OR gate. As for set ammounts, you need to define a maximum that will be 100% I prefer a power of 10 and just subtract 1 from it and hook it up to an AND gate in the addition part. After that have notes set to that amount (the input by percentage or whatever setting) and divide by 10 until you reach 1 (use AND gate). Once you get that, take that output and make it a node (put the output anywhere on a microchip) and set the output from that node to its input. Now you can put this to a set tag such as addHP. Now what you will get with that is a rapidly increasing HP if you hook it up according to the video above. Use a counter that resets itself to make it only add 1. You can also emit this if you prefer wireless which you probably will need for certain things in this project. The subtract is the same but you aren't asking for that. If you need more explanation or this isn't what you want, as I've said earlier, I'm getting a PS4 REALLY soon so I shall be able to help you directly.

There is also this if you want this counter system (has some drawbacks, but also some advantages of easily being able to change base, getting values of a certain power directly without math, etc. The tutorial is for LBPV but it works on LBP3 too.
https://lbpcentral.lbp-hub.com/index.php?t=83533-How-to-Create-a-Custom-Money-System

As for the score thing, I'm not really sure. I prefer to apply score at the end and use the above counting methods as it's generally more reliable (unless you pick a non power of 10 for reasons of rounding (like 30)).

The selector thing is done with a check for if the menu item is unlocked; however, doing the calculation of where the next item should be is extremely tedious and altogether inefficient as this function is exponential at best or possibly linear with some clever but backwards to the player positioning. The best method is to have a check WHILE the greyed out option is selected that will force push to the next item (this is linear). This must take into account that the actual menu button CANNOT function until it is no longer greyed out as players will be able to access it otherwise.

Yeah.. ill just wait until you get on. XD ill understand it better once its all set. Had a few people start this and never came back.
2015-12-27 21:12:00

Author:
venat
Posts: 715


https://www.youtube.com/watch?v=c4GaCQ1eRVE


https://www.youtube.com/watch?v=k0sbxogAcDo

Just realized I gave you the wrong video actually. These two describe it slower and better. Note that what he's hooking it up to is replaced with notes set to signal strength.
2015-12-27 22:36:00

Author:
koltonaugust
Posts: 1382


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