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Thread: uhh, need some tips.

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    uhh, need some tips.

    Hey guys im new at using MMF2, im stuck at few coding processes so i came here to ask how to correct them.
    Im making a Platform RPG game called "Bleach"(maybe some of you may know).
    1. How to make delay/DC on using a skill/shot.
    :Upon pressing "D": "player shoot *blast*"
    :Subtract from counter=10 (the counter has 100)
    2.How to make so that when my counter reaches 0 player can't use *blast*.
    3.And how to make so that when the player jumps he cant use *blast*.
    4.How to change Jump macro button.

    Thank you for listening, waiting for awnsers

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    Re: uhh, need some tips.

    Hi Nyro,

    welcome to the Forum (one of the nicest). You normaly will get an answer to a question within minutes.

    Anyway, all your Questions (except the change of jump macro button) could be done with the use of "Alterable Values".

    Here' s how you could do it:

    +Start of Frame:
    -Set Counter = 100
    -Set "alterable Value A" = 1

    +Upon Pressing "D":
    +"alterable Value A" = 1
    -Shoot Object "Blast"
    -Subtract from Counter = 10

    +Counter <= 0
    +Only one Action when event loops
    -Set "alterable Value A" = 0

    These "alterable Values" are realy powerfull and (as i said before) should be able to solve all your "Problems" execpt the Jump-Button-Assignment. (perhaps someone else can give you a clue about how to assign new Buttons because i' ve never used MMF for a Platform-Game

    It' s somewhat late here and i hope i didn' t forget anything in the Code. But just try it for yourself, it should work. But ofcourse some more advanced MMF-Users could give you an easier or more comfortable Solution.

    Greets, jahkri

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    Re: uhh, need some tips.

    Right here

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    Re: uhh, need some tips.

    If you're only using a boolean to check if the player is performing an action (like jumping) you should use a flag instead. Flags can only be set to on/off, while Alterable Values can be set to any number. It's really a waste to use an Alterable Value as a boolean operator when it's capable of so much more.

    +Start of Frame:
    -Set Counter = 100
    -Set Ichigo flag 0 = off

    +Upon Pressing "D":
    +Ichigo flag 0 = off
    -Shoot Object "Blast"
    -Subtract from Counter = 10

    +Counter <= 0
    OR
    Ichigo animation Jumping is playing
    +Only one Action when event loops
    -Set Ichigo flag 0 = on

    +Ichigo animation Jumping finished
    -Set Ichigo flag 0 = off

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    Re: uhh, need some tips.

    Thank you guys! I never knew what specials condicions do! Now i can figure out everything by myself (maybe :p)

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    Re: uhh, need some tips.

    oh Wait non of you'r variants work when i spawn at the frame i try to press D it shoots but when i jump and fall i cant shoot again!

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    Re: uhh, need some tips.

    Hi Nyro,

    in your first Post you wrote that you don' t want the player be able to shoot when jumping. Now, in your latest Post you wrote that you can' t shoot when you jump and fall. I thought that was exactly what you wanted?

    Anyway, the "Code" that i wrote does indeed only take care of the Situation of not Shooting when the Ammo is 0. I didn' t include code to make it block shooting when jumping and i also didn' t include any action to "reload" the Ammo. So it shouldn' t do different things when you jump or walk or fall.

    I just gave you a hint how you could work with "Alterable Values". Perhaps you could add a second "Alterable Value" which is set to 0 when the Player is walking and set to 1 when the Player is Jumping. With this you should be able to create a code that checks if the player is jumping or if he' s walking and then block or allow the shooting.

    If you still have problems with it, i could take a look at your code. Just upload your .mfa-file to:
    http://mfa.aquadasoft.com/index.php
    and post the Link here.

    Greets,

    jahkri

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    Re: uhh, need some tips.

    Dude you're genius! or im the only one that doesnt think . watch:
    +Upon pressing "D"
    +Alterable Value A of "Ichigo" = 1
    +Alterable Value B of "Ichigo" = 1
    -"Ichigo" shoot object "Getsuga"
    -Subtract from counter 10

    +"Ichigo" animation jump is playing
    -Set alterable Value B to 1

    +"Ichigo" Collides with the background
    -Set Alterable Value B to 0

    +Counter <= 0
    -Set Alterable Value A to 0

    +Counter >= 1
    -Set Alterable Valur A to 1

    And added this one

    +Repeat While "F" is pressed
    +Alterable Value B of "Ichigo" =1
    +Every 00"-10 second
    -Add to counter 1

    There.
    By the way - Jeod nice guess that the player name is Ichigo (and it really is ) and Thanks again jahkri, im really gratefull to you. (The MMF2 messes my head up every second coding)

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    Re: uhh, need some tips.

    Hi Nyro,

    thanks for your nice words. But i can give that compliments back to you because you found the solution almost by yourself. I just gave you some small hints. Very nice... Bravo.

    Sometimes MMF needs some "Thinking around the Corner" to find a proper solution. There is often more than one way to do Things in MMF.

    Just try things out and if they don' t work, try to think of another way to achieve the same result (just make sure to save your Project before trying stuff out).

    Anyway, it seems like you learned a lot already. Good luck with your Game and i hope there will be a demo-version of your Game soon.

    Greets,

    jahkri

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