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Arceus1Date: Monday, 2012-04-09, 7:17 PM | Message # 1
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hello , what im trying to says is , i've been discover how to limit the helper/summon , until now i cant figured it out
how to limits T_T . well , in my character , im doing like a summon , which mean i want to be able summon just ONCE at the same time smile
its not like a bushin , i hope there is a pro sifu to teach me :P
 
MGSSJ2Date: Monday, 2012-04-09, 8:36 PM | Message # 2
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If your summoning is a Helper, then add this line to the CMD of the summon action:

trigger1 = numhelper(<id of your summon's helper>) = 0

The ID of the summon is the ID parameter you used in the Helper SCtrl.


 
sgn_15Date: Monday, 2012-04-09, 8:40 PM | Message # 3
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mg's method is the answer, but you won't have that multiple helper problem if you don't use a continuously functioning trigger

 
Arceus1Date: Tuesday, 2012-04-10, 4:32 AM | Message # 4
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Thanks , i got it now ! biggrin
do you know how to measure the summon thing's life point ?


Message edited by Arceus1 - Tuesday, 2012-04-10, 4:39 AM
 
sgn_15Date: Tuesday, 2012-04-10, 8:07 AM | Message # 5
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Quote (Arceus1)
do you know how to measure the summon thing's life point ?

so you want your helper to have a life system?


 
Arceus1Date: Tuesday, 2012-04-10, 4:24 PM | Message # 6
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Quote (sgn_15)
so you want your helper to have a life system?

yeah , how ?
 
sgn_15Date: Tuesday, 2012-04-10, 6:17 PM | Message # 7
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Quote (Arceus1)
yeah , how ?

well you need hitoverride first

[State 0, HitOverride]
type = HitOverride
trigger1 =
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = -1
time = 1
forceair = 0
;ignorehitpause =
;persistent =

hitoverride acts like a changestate that is based on the attributes of the hitdef that hit you (or your helper)

so yeah you need a new state (where hitoverride will send you), then you need a counter for the damage

[statedef ####] <---------- sample new state
usual stuff here
blah
blah
blah

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 0
value = gethitvar(damage) ;<-------------------------you add the damage value of the hitdef that just hit you and you add it
;<---get hit a second time, it adds again

so here you decide what you want to do, for example, you want the helper to disappear (die) when helper's damage reaches 100, use trigger1 = var(0) >= 100 for destroyself

then you need a changestate back to your helper state if the damage you are counting is still NOT 100, so trigger1 = var(0) < 100 for a changestate

the last 2 sentences above are depending on how you wanted to code your helper, what will happen to the helper if life reaches its limit.

the way i gave you is by adding the damage, instead of how player's life works (start at max 1000 then decrease it as you get hit), it is easier for you to understand this way i gave you


 
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