I would like to hear some ideas for implementing a "super move" in a game.

DD Tokki

Well-known member
I want to create a "Super Move" that is more powerful than a "Special Move."

I have prepared an image file outlining the structure and concepts of the game I am creating. I would like to know if it is feasible to implement this using scripts, and I would also appreciate any advice or alternative ideas you might have.

Super Move.png
 
This kind of MP + slots display is doable with script. There are some methods, the easiest one is having max MP multiplies of three ex: 60, 90 or 120 then have super move costs a third of max MP ex: 20, 30 or 40.
 
This kind of MP + slots display is doable with script. There are some methods, the easiest one is having max MP multiplies of three ex: 60, 90 or 120 then have super move costs a third of max MP ex: 20, 30 or 40.
It’s a relief to know such a method actually exists.
Could I see any games or scripts where the MP gauge is implemented in a slot-style format?
 
You must be referring to this for gaining a full bar into a new slot, right?


Otherwise, you must be referring to KOF 98 for the stars or diamonds, a reference that Fight Forever has. In Fight Forever, iconmplow, along with iconmphigh and iconmphalf, is used. One with no diamonds at all. The other one is one. Another with two. However, the final one needs to be done with script, specifically in update.c.

Maybe you might need to calculate a total amount of your MP gauge, as well as the 2-3-phase MP/health gauge.
 
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You must be referring to this for gaining a full bar into a new slot, right?


Otherwise, you must be referring to KOF 98 for the stars or diamonds, a reference that Fight Forever has. In Fight Forever, iconmplow, along with iconmphigh and iconmpmed, is used. One with no diamonds at all. The other one is one. Another with two. However, the final one needs to be done with script, specifically in update.c.

Maybe you might need to calculate a total amount of your MP gauge, as well as the 2-3-phase MP/health gauge.
That's correct. The plan is to have the MP gauge accumulate in a slot once it fills to a certain level, thereby meeting the requirement to use a Super Move.
 
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