KILLER WOLF'S PROFILE

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Lucky 7 Ability [2k3]

It doesn't really relate to the lucky 7 ability, but here goes.

Lets say, for some reason, a person ran out of switches, but still has events left to build.

You could use variables as switches, and you could track multiple states for a single variable. Lets say a variable is set to 1234567. With the modulus command you could read it back as 7, 67, 567, 4567, 34567, 234567, or 1234567. You could use the one's place to track 10 different states, being 0-9. It just grows out from there.

You could store a lot of information in a single variable, and then let the events read it back out. For a custom battle system, you could use the ones position for the type of attack (up to ten different choices, or nine and a null), the tens place for the target, the hundreds place an added effect, the thousands place for whether the attack hits/misses/goes critical in either direction, and so on.

You can have almost every bit of data you need shoehorned into a single variable.

From basic testing, it doesn't appear to let you grab each place individually, but you could filter previous checks back out to work around that.

Lucky 7 Ability [2k3]

Sure, if you want to do things the easy way, but where would be the fun in that?

I just went with what I started using back in 2k. The Modulus function gives me an idea for something else though. Technically, one could track 10 states with each numerical place in a variable, of which you get 7, un-modified. That should give you a total of 282475249 possible states per variable.

Using pointers, lets say you feel like stopping at 10,000 variables beyond the 5,000 that show in the editor.

That would give you a total number of 4237128735000 possible states, and you could go even higher with theoretical variables, so...


Nobody should ever run out of "switches" ever again.

Of course, I am severely sleep deprived so my math could be a little off, but still - there is some great potential here for switch limit workarounds.

RMN Battledome! Voting!

BR-O and Glaucus MkI

Just cuz.

RMN Battledome! Voting!

author=Dudesoft
Secret PMs:
Speed is not the only way to win a victory!

Whoever said that clearly never played Arcanum.

RMN Battledome! Voting!

Thirteenth Match:BR-0
The bots are fairly evenly matched, but BR-O has the slightest edge. I've sparred with both TKD and Muay Thai practitioners before, and TKD never really impressed me. A properly conditioned Muay Thai fighter is an absolute beast. I've only done the "kick a post till you're numb, ice the leg down, go back to kicking, etc" with one leg because I worried about being able to walk when I get older. Muay Thai guys do that twice. Ouch.

Fourteenth Match: I have to recuse myself, but I think my stand on this one is pretty clear =)

Fifteenth Match: Rainbow Bot
This one was incredibly close. They are almost evenly matched in terms of stats, with Glaucus Mk. I's higher attack possibly negating Bunny's meager advantage, but it looks like this will be a long range match, and Rainbow Bunny just has more versatility in that distance. As much as I hate to vote against a JKD bot, I'm going to have to.

Sixteenth Match:Drunken Teeter-Totter Turtlebot
This is another close match. Shiva-X5's style is remarkably similar to Shaolin Longfist, and Zui Quan is well... kinda from the same side of the mountain. The x-factor here is battery. I think drunken bot is going to be hard to hit, and Shiva-X5 has lower energy. The energy stealers COULD make up for this, but I think turtlebot will make shivabot pay dearly for every nano-second of *adopts Daniel Plainview affect* "DRAINAGE."

Whatchu Workin' On? Tell us!

I came up with a couple new workarounds for my fake first person dungeon crawler that make the map and object interaction events a lot more stable. I also fixed an error in the field of view events that reversed right and left at the furthest terrain ID check... which was kind of important.

Now I just need to make an engaging boss, some extra skills to make use of otherwise useless party members, and get my forcefield objects properly integrated into the depth of field pipeline so that they don't appear through walls they are adjacent to.

Lucky 7 Ability [2k3]

Store the hp value into variables for the 1's, 10's 100's place, etc and compare the 1's place against the number you are looking for.

You could even check all the places and make it deal extra damage if the hp score is 77777.

What I usually do whenever I'm doing a picture based menu or whatever is to copy the hp (or the value I'm checking for) into a variable. Lets call it TempHP.

Label 1
If TempHP >99
Hundred'sPlace + 1
TempHP - 100
End
If TempHP>99
Goto Label 1
End

Label 2
If TempHP>9
TensPlace +1
TempHP - 10
End

If TempHP>9
Goto Label 2
End
Label3
If TempHP>0
One'sPlace = TempHP
End

If One'sPlace = 7
Fun Stuff Happens!

RMN Battledome! Voting!

Ok, I'm really not trying to derail this into "my bot'll kick yo bot's daddy's @$$" or anything, but boxers generally can't handle grappling or ground game, which is what Kino Mutai is all about. And how does something with a score of 40 in agility manage to consistently block attacks from something with better than double that? By the time ATAC gets something in the way to block a strike, it's landed. Its like the old days, watching Superfoot Wallace kick over and around the opponent's blocks like they weren't even there.

Not that it matters, since we're not supposed to change votes anyway! =) Just make sure to pre-register the JKD chip for my team next time the tournament comes around, because then I can pretty much argue anyone into the ground in how other styles stack up with real world examples to provide added clout (and no, I'm not talking about the chasing hands versions that make the youtube rounds). If that isn't possible, reserve Comhrac Bas, Krav Maga, or S.C.A.R.S. for me.

What are you jamming to?

RMN Battledome! Voting!

author=Ark
You give agility to much credit, K-hos, Dudesoft and I ran through several different scenarios over IRC. And your bot needs to get in to close. Even if it got the first strike Atac only required a single hit to take down wolfbot do to the THREE armor piercing shotguns destroying what little armor you have and severally hurting your health, and this doesn't even include the force of the punch he packs with it.

Rocket launcher in the tail. Already slightly elongated reach + Quarium Whips. Stun effect from shock kicks. Shotguns are close range weapons, and they probably wouldn't work very well after getting sliced up by quarium whips. That is presupposing that the ammunition required for them wouldn't trigger automatically in response to the power surge from the shock kick which could trigger the fire control, or straight short out someplace and cause a nasty spark. Just things that might have come up if I was part of the team running my creation through scenarios =) Everybody's bot is their "baby", and their baby can do no wrong.

I dunno, in fights I've been in, reaction time and reflexes/speed have pretty much been the only things responsible for me keeping my teeth in my face, and my back from hitting the pavement, more times than I'd really care to count, so I "built" my bot accordingly.

I've fought people who were certainly tougher/stronger than me and managed to "win" or least make them lose the desire to continue fighting. The heaviest blow isn't the one that matters, it is the one that hits. In dealing with multiple attackers at a single time, which is usually what I ended up with thanks to my inability to back down and certain friends penchants for biting off plenty of trouble for the both of us, speed and accuracy were the most important things in the world.

Probably just a disconnect between fighting on the street and doing something like UFC or Pancrase where it is more about being able to take a hit/have tons of endurance. When you're trying to get your friends out of someplace they shouldn't have gone in the first place, protecting a mouthy girlfriend, or keeping a "gang" from stomping an injured classmate into the ground, the last thing I worried about was saving something in the tank for later, heh.

I guess I just envisioned wolfbot as a street ready brawler instead of a robo-Pancrase type, my mistake.