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How to make a HP system that goes beyond 10k circuit value

Archive: 10 posts


So the circuit vale caps at 10000. Im using it as a HP system but I wanna be able to make enemies with at least a mil HP since in endgame players will be able to hit for 10000 and I dont wanna make 1 attacks. The circuit value needs to be able change also which it already does between 0-10000. The value needs to be able to go above 10000 and be able to go under 10000. Some enemies will be able to recover HP.2016-02-06 03:18:00

Author:
venat
Posts: 715


If you use feedback loops, you should get 32 bits of accuracy, which is significantly more than a million values; try using analog values with feedback loops to make your health system, and you should be able to get the accuracy you're looking for.

<a href="http://lbp.me/v/qsjrtmq/topreviews?p=1&l=12">Here is a health logic chip that uses feedback loops that I made with a friend a while ago</a>, I strongly urge you to see how it works, and to look up some comphermc tutorials about feedback loops on youtube.

And to make a death detection system, use signal comparison with a sequencer <a href="http://www.lbpcentral.com/forums/entry.php?11052-Comparing-analogue-values-(FIRST-BLOG-POST)">(or use analog comparison)</a>
2016-02-06 06:41:00

Author:
amiel445566
Posts: 664


If it's 32 bits then you should be able to go to a max of a little under 4.3 billion using normal methods.2016-02-08 04:47:00

Author:
koltonaugust
Posts: 1382


If it's 32 bits then you should be able to go to a max of a little under 4.3 billion using normal methods.

Actually, let me do the math here (just so we know):

Assuming you aren't going to use the 2 bits designated for sign and digital value, you have 24 bits (for reasons unknown to me, you only get 26 usable bits in LBP3), then you have (2^24)-1 possible values (because you subtract one cause in 1 bit you would have 1 health, not 2; the max subtracts one to default to 0)

16,777,215

(if you want to use the 2 extra bits, sign and digital value, then it bumps up to 67,108,863)
2016-02-08 07:40:00

Author:
amiel445566
Posts: 664


I have not had the time to look at that level yet sorry but I only need the HP to go up to 100000 (100k) Hardest hitting attack a player can do is 9999/10k. Same with the enemy and thats how I want it. Players HP goes to 9999/10k and thats fine but im stuck having the monsters HP at 9999 when I want it to be at least 100k to 1mil.

I'm looking for a simple way to make it large without having to create a bunch of new logic on everything I currently have just to read it another way. I have no idea what bits are in LBP lol.
The logic your helping me with has to work with other aspects of the logic that prevent overflow. Meaning if you Heal the enemy above 1mil you will kill it since its going back to 0 again for example. Its also needs to add any amount of curcuit like 9999+50k. This basically means I gave the stored 50k damage it has on the enemy and gave it 9999 more. Once it fills to whatever the cap of the enemies HP is or it reaches 0 the tag at the end lights up and activates the emiter to destroy whatever it spawned. This basically removes the enemy from the battlefield.

This logic is complicated and makes it even more complicated making it work with current logic & making sure its designed correctly to work on how the game is layed out.

I have tried planning on lowering the attack power for the characters but 9999 being the max amount there isn't really enough room for growth for character to improve itself overtime. Basically the attack power upgrades apart from each other arent large enough to see a huge difference. I had 2 characters hitting for the same amount of damage and with special attacks doing 4 times as much damage reaching 9999 the max amount filled up very quickly. So for example the strongest weapon+best attack stats added up to 9999 with a special attack and roughly 6000-7000 for a normal attack. Which means in 1 round the enemy was getting hit for 14000-20k. So thats overkill right so I lowered all the values so the highest attack power was around 500. Still thats 1000 damage a round and basically you could kill the hardest enemy in 10 rounds.

Like I said the more tedious extra stuff I need to create to fit this in the harder it is for my game toget made. Its basically recreating logic over and over again just to fix x logic and applying it many x ways to enemies or other things.

I also been having kinda trouble with keeping the joints of the characters and enemies together moving in the correct animations. Remember I had each joint of the characrer/enemy with a follower/tag. I basically removed the tag and follower and placed a bolt under the chip with the sequncers/gyoscopes that play out the order of motion. Anyway whats been happening is when the character moves the body parts stay prefectly on the body but the arms and legs dont move correctly and they sometimes spin/move away based on the direction the body is moving. Like G force. I tried tweeking the gravity, the weight and nothing seems to work really.

I wanna keep the enemy and player model as one piece and where the body parts are moving with the body without delay. From this I wanna emite the full pieces into battle.

As a creator I been feeling really burnt out by these setbacks.
2016-02-08 11:25:00

Author:
venat
Posts: 715


If you use feedback loops, you should get 32 bits of accuracy, which is significantly more than a million values; try using analog values with feedback loops to make your health system, and you should be able to get the accuracy you're looking for.

<a href="http://lbp.me/v/qsjrtmq/topreviews?p=1&l=12">Here is a health logic chip that uses feedback loops that I made with a friend a while ago</a>, I strongly urge you to see how it works, and to look up some comphermc tutorials about feedback loops on youtube.

And to make a death detection system, use signal comparison with a sequencer <a href="http://www.lbpcentral.com/forums/entry.php?11052-Comparing-analogue-values-(FIRST-BLOG-POST)">(or use analog comparison)</a>

Since it requires DC comics pack I can't view it in create mode. Also i'm not sure if thats what im even looking for.
2016-02-09 15:50:00

Author:
venat
Posts: 715


The gold chip in your level can be used for HP the way you want. I believe it was already set to 1 million anyways. It's simply a variable chip which means its a number that you can easily change. If you use that as your HP, it would work.2016-02-09 16:44:00

Author:
koltonaugust
Posts: 1382


The gold chip in your level can be used for HP the way you want. I believe it was already set to 1 million anyways. It's simply a variable chip which means its a number that you can easily change. If you use that as your HP, it would work.

Right ill take a look into it.

- - - - - - - - - -

Okay so the gold chip doesn't work the same way. all its doing is it adds 2 zeros at the end of the the circuit value. So the max circuit value is 10k and all the gold chip does is adds 2 zeros at the end making it 1mil. This means the lowest attack lets say 1 attack actually = 100 attack cus it just adds 2 zeros at the end.

Kolt we we're talking about this during creating it that 100gold is the lowest value/amount you can earn and it would cap to 1mil. This would be the same if the gold was 1 and it capped to 10k.

Im not increasing value cap in anyway. Is there a way to carry over from the max value? For example if I attack for 12000 damage and the circuit value cap is 10k is there anyway the last 2k will pool over into the next section?
2016-02-10 01:16:00

Author:
venat
Posts: 715


I thought the easy way was to have the logic already built in LBP2. When you save the signals in LBP3, they cap at 10000-at least this was my understanding. In LBP2 it was really easy to make signals go well into the millions.

Its a great question though, but I stopped trying to do this in my RPG, since it would take high levels to do that much damage anyway. Let me know once you find the answer-although the LBP2 method would work since Damage wouldnt need to be saved in battle context. You wouldnt, however be able to create 1 million HP party members since the memorizer would only save 10000 from how I know LBP3 works.

These guys would know better than I do though.
2016-02-10 01:44:00

Author:
Rpg Maker
Posts: 877


If you multiply the lowest signal in the gold chip using an AND gate with a battery at 1% it should solve the problem.2016-02-11 07:44:00

Author:
koltonaugust
Posts: 1382


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