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How can you loop the value of a circuit to make it double the value

Archive: 5 posts


I'm trying to find a way to loop the value of the circuit around again without having it scaling up.

What im trying to do is take the value of circuit and double the value of it everytime by command.

I'm trying to create a easier method of storing and doubling the values for attacking.
I have many sources of circuit values being feeded into each other. I could double all store single values but it would be alot of work. I rather find a way to loop the total collected attack stat and then double the circuit value of it everytime the character attacks.

Right here I have circuit value of 3 being fed and looping around again on A+B. Its being looped none stop and will contune to grow until 10000.

Whats the best way to make sure this only loops around once as 3 again to make 6 then loop around again to make 9 and etc. It doesnt need to loop around but it does need the add the same value again into a NOT GATE or something to make 6.

http://id.lbp.me/img/ft/6dda5bfcbdb4b937ee40465a86357a29bf437e71.jpg

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Nevermind... it was so simple.
2016-01-30 16:01:00

Author:
venat
Posts: 715


Nevermind... it was so simple.

so you worked it out? seems odd coz this isn't an edit, was part of the main post, so why post it?
2016-01-31 02:36:00

Author:
evret
Posts: 612


so you worked it out? seems odd coz this isn't an edit, was part of the main post, so why post it?

Shortly after i posted it came to me. felt kinda stupid afterwords for posting.

So after each turn the player attacks a tag senor triggers a counter 1/1 thats triggers a randomizer that adds the total circuit value once into a list of ports. everytime the randomizer gets triggered it adds circuit value again and again filling more and more points. Basically looks like this... player has equiped a bunch of attack bonus gear that = attack+340. every turn it adds 0+340, 340+340, 680+340, 1020+340 etc.
Because of this bonus equipment stat value I couldnt just add in a static number.

I have a new problem with the same system.
So with me explained a above a bit about how the randomzier adds the same value into slots my new problem is should I use this same HP/HP remove system for the player character? I could but there is a new factor where the player can use potions to gain HP back.

One method of recovering HP is throwing potions at enemies causing them to lose their damage storage towards all players.
Issue with this is a player would need to keep track on which enemy has hit x player the most for him to recover the most amount of health back from it. (This could be a interesting gameplay element or a pain to manage healing players)
Would have to change the action to something like... Drain Potions.

Another method is I could add more circuit to the HP value to heal the player but it would cause issues with damage storage with the player eventually and it be harder to manage the cap of the health. Player could over cure the cap of the health and raise is.

I kinda wanna try the Drain Potion way but the randomizer adds randomly from its list of outputs. How do I make it so it randomizes in a order of ports. This way I could turn off the active outputs. I dont wanna turn off all of the randomizers outputs because that would remove all of the damage storage at once.I wanna turn off the last 2 damage storages. (Last 2 turns of damage that the enemy has done towards players is gone.)
2016-01-31 04:43:00

Author:
venat
Posts: 715


i created this to show how you could do all the above, both adding and subtracting different values to/from a stored value, and doubling said value
the OR in the following picture is set to (a+b), and if you dont want your stored value to ever go negative then place a splitter after the OR and only wire the positive output for the loop

http://ie.lbp.me/img/ft/d3e6e7a6a28d47bd67327519c1bbe17e69a913f8.jpg
2016-01-31 09:39:00

Author:
evret
Posts: 612


i created this to show how you could do all the above, both adding and subtracting different values to/from a stored value, and doubling said value
the OR in the following picture is set to (a+b), and if you dont want your stored value to ever go negative then place a splitter after the OR and only wire the positive output for the loop

http://ie.lbp.me/img/ft/d3e6e7a6a28d47bd67327519c1bbe17e69a913f8.jpg

Not sure the purpose of the top counter. It doubles the ending value. Not sure that I need that.
Running into one problem where if you heal above the HP cap it counts as going to 0 or negative value circuit.
How you prevent that extra value?

http://i7.lbp.me/img/ft/8d706fa1390b05be883bc7eda927e84311450f9b.jpg

First chip on the left is what you made and its fed into the direction combiner. Once HP cap does above 10 or under 10 it lights up the tag at the end. The tag on the end tells the emiter to destroy all emited. Emiter spawns each enemy at the start of the battle.
2016-01-31 15:23:00

Author:
venat
Posts: 715


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