mp/super question

LazyKatt002

New member
;D morning gents'

i was trying to add supers to my people but couldnt figure it out until i copied the scrips folder and level up system folder from final fight Gold,declared it in the models.txt and the characters text and it worked,but the mp will not drain when i use moves.Like all the freespecials  or the Supers.Theyre just fireballs lol.
They have the super flash and level up system now which are INSANELY COOL but The problem is that, even tho i added the
energycost
mp only
in the characters txt,their mp will not go down.it doesnt move at all.I also copied the lifebar txt and the levels txt and still nothing.Not sure what im doing wrong.
 
I was messing with it and i noticed that the mp does waste when i use the special button.It drains but the meter fills right back up automatically,i didnt know you didnt need script for supers BB.I just assumed you did.All these crazy/awesome professional looking Modules you guys make have crazy amounts of scripts.

name Iori
health 100
mp 100
mprate 10
speed  12
nolife 1
type player
shadow  4
atchain 1 1 2 3 0
icon data/chars/iori/icon.png

com F F A freespecial
com F D F A freespecial3
com D F D F A freespecial4


anim freespecial
energycost 20
mponly 1
loop 0
delay 11
custknife hado
throwframe 2 98
offset 31 108
delay 8
frame data/chars/iori/fb1.png
offset 31 110
frame data/chars/iori/fb2.png
offset 31 99
sound data/chars/iori/fireball.wav
frame data/chars/iori/fb3.png
offset 31 98
frame data/chars/iori/fb4.png
offset 31 102
frame data/chars/iori/fb5.png
offset 31 99
frame data/chars/iori/fb6.png
offset 31 99
frame data/chars/iori/fb7.png
offset 31 101
frame data/chars/iori/fb8.png
offset 31 101
frame data/chars/iori/fb9.png

anim freespecial3
loop 0
        energycost  20
        mponly        1
custpbomb hado2
tossframe 3 98
offset 50 168
delay 8
frame data/chars/iori/bomb1.png
offset 52 171
frame data/chars/iori/bomb2.png
offset 50 116
sound data/chars/iori/bomb.wav
frame data/chars/iori/bomb3.png
offset 49 96
frame data/chars/iori/bomb4.png
offset 48 96
frame data/chars/iori/bomb5.png

anim freespecial4
summonframe 1 -248 -183 0 0
subentity super
unsummonframe 2
jugglecost 2
fastattack 1
energycost 100
mponly  100
hitfx  data/sounds/beat3.wav
offset    238 177
bbox 0 0 0 0
loop 0
delay 11
offset 31 108
delay 25
frame data/chars/iori/fb1.png
offset 31 110
frame data/chars/iori/fb2.png
offset 31 99
delay 8
sound data/chars/iori/fireball.wav
frame data/chars/iori/fb3.png
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
offset 31 98
frame data/chars/iori/fb4.png
offset 31 102
frame data/chars/iori/fb5.png
offset 31 99
frame data/chars/iori/fb6.png
offset 31 99
frame data/chars/iori/fb7.png
offset 31 101
frame data/chars/iori/fb8.png
offset 31 101
frame data/chars/iori/fb9.png
 
LazyKatt002 said:
I was messing with it and i noticed that the mp does waste when i use the special button.It drains but the meter fills right back up automatically,i didnt know you didnt need script for supers BB.I just assumed you did.All these crazy/awesome professional looking Modules you guys make have crazy amounts of scripts.

name Iori
health 100
mp 100
mprate 10
speed  12
nolife 1
type player
shadow  4
atchain 1 1 2 3 0
icon data/chars/iori/icon.png

com F F A freespecial
com F D F A freespecial3
com D F D F A freespecial4


anim freespecial
energycost 20
mponly 1
loop 0
delay 11
custknife hado
throwframe 2 98
offset 31 108
delay 8
frame data/chars/iori/fb1.png
offset 31 110
frame data/chars/iori/fb2.png
offset 31 99
sound data/chars/iori/fireball.wav
frame data/chars/iori/fb3.png
offset 31 98
frame data/chars/iori/fb4.png
offset 31 102
frame data/chars/iori/fb5.png
offset 31 99
frame data/chars/iori/fb6.png
offset 31 99
frame data/chars/iori/fb7.png
offset 31 101
frame data/chars/iori/fb8.png
offset 31 101
frame data/chars/iori/fb9.png

anim freespecial3
loop 0
        energycost  20
        mponly        1
custpbomb hado2
tossframe 3 98
offset 50 168
delay 8
frame data/chars/iori/bomb1.png
offset 52 171
frame data/chars/iori/bomb2.png
offset 50 116
sound data/chars/iori/bomb.wav
frame data/chars/iori/bomb3.png
offset 49 96
frame data/chars/iori/bomb4.png
offset 48 96
frame data/chars/iori/bomb5.png

anim freespecial4
summonframe 1 -248 -183 0 0
subentity super
unsummonframe 2
jugglecost 2
fastattack 1
energycost 100
mponly  100
hitfx  data/sounds/beat3.wav
offset    238 177
bbox 0 0 0 0
loop 0
delay 11
offset 31 108
delay 25
frame data/chars/iori/fb1.png
offset 31 110
frame data/chars/iori/fb2.png
offset 31 99
delay 8
sound data/chars/iori/fireball.wav
frame data/chars/iori/fb3.png
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
offset 31 98
frame data/chars/iori/fb4.png
offset 31 102
frame data/chars/iori/fb5.png
offset 31 99
frame data/chars/iori/fb6.png
offset 31 99
frame data/chars/iori/fb7.png
offset 31 101
frame data/chars/iori/fb8.png
offset 31 101
frame data/chars/iori/fb9.png

Try exchange Energycost into MPcost.
 
I just assumed you did.All these crazy/awesome professional looking Modules you guys make have crazy amounts of scripts.

Well, some basic stuffs can be done without script. Still, related to mp cost, there are some scripts to make it work better. FYI energycost deducts HP or MP right when animation is played. I usually use script to replace that so I can have MP spent at desired frame :)

@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
@cmd projectile 1 "hado" 0 0 0
...

That's a whole lot of hados fired at same time

Anyways, I'm not sure why MP bar refills that quick but you can always adjust mprate to slow down the refill speed
 
@Tilaval  i tried changing it to MPcost and still nothing.it kind of frustrating now LoL.

@BB you wouldnt happen to have that mp script on you would you?haha. i tried changing the mp rate to 3 and it fills instantly.it still only drains during the special button animation.all the freespecials cause no change to the mp bar. LoL
 
Try removing scripts from Final Fight Gold for now and see if this could solve this problem

As for those scripts, you need animation script which contains these functions (at least):
Code:
void mpcost(int Cost)
{// Spend some MP
    void self = getlocalvar("self");
    int MP = getentityproperty(self,"mp");

    changeentityproperty(self, "mp", MP-Cost); //Spend!
}

void aniLimit(void Ani, int Frame, int Limit)
{// Change current animation if MP falls below limit
    void self = getlocalvar("self");
    void MP = getentityproperty(self,"mp");    

    if (MP < Limit){
      changeentityproperty(self, "animation", openborconstant(Ani),2);
      updateframe(self, Frame);
    }
}

You know what mpcost do, aniLimit compares current MP with defined limit and will change animation if MP is below the limit
 
use mpset command instead of mp and it should work.

Code:
mpset {mp} {stable type} {stable} {recover rate} {drop rate} {charge rate}

    ~This command determines how MP works for this entity. It's combination of many existing features actually but it has new features
    ~{mp} sets maximum MP (just like 'mp' command)
    ~{stable type} sets MP recovery type:
        0 = Entity continuously recovers mp over time. Default.
        1 = Entity recovers mp over time, up to value defined by {stable}
        2 = Entity loses mp over time, down to defined by {stable}
        3 = Entity recovers mp over time if below value defined by {stable}, and looses mp over time if above defined {stable}
        4 = Entity starts his/her mp at maximum value, then it will drop steadily to {stable}. After it's reached, the cycle restarts.
    ~{stable} sets stable MP value. Only usable if {stable type} is not set to 0
    ~{recover rate} sets MP recovery rate
    ~{drop rate} sets MP loss rate
    ~{charge rate} sets MP recharge rate while entity is charging
 
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