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aleks332
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Tuesday, April 05, 2011
how do I make Super Saiyan?
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mcgrass
Beta Trapezoid
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Tuesday, April 05, 2011
aleks332 wrote : how do I make Super Saiyan?
For Goku: you need to get 9000 power level and press F+W for Super Saiyan. For Super Saiyan 2 you need to get 15000 (or so) power and again press F+W for Super Saiyan 3 you need to get MAX power level (32767) and press F+W
For Vegeta: 11000 for Super Saiyan and more for Super Saiyan 2 (don't remember the exact number)
You power up by holding F+D or simply by fighting, surviving and healing (F+D) or by dying with low power (below half power meter)
And this topic is in the wrong section of the forum I guess.
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divinemaniac
with a fake title
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Tuesday, April 05, 2011
*laughing out loud*! I just noticed that Goku's Super Saiyan 3 requirement is equal to the maximum integer capacity!!
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Grega
Perpetual Traveler
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Wednesday, April 06, 2011
divinemaniac wrote : *laughing out loud*! I just noticed that Goku's Super Saiyan 3 requirement is equal to the maximum integer capacity!!
Could it be that the power level is set as a signed integer. Since the maximum integer capacity of an unsigned int is twice as much and you don't really need negative power level numbers now do you *intense laughter*
If yes then I suggest you use unsigned longint :p
Having the capacity of 4 billion for power level would allow you for faster power level gain and not transforming Goku when he's not even OVER 9000 *intense laughter*
Or if you want overkill numbers use unsigned long long that goes from 0 to 18446744073709551615
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divinemaniac
with a fake title
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Wednesday, April 06, 2011
Grega wrote : divinemaniac wrote : *laughing out loud*! I just noticed that Goku's Super Saiyan 3 requirement is equal to the maximum integer capacity!!
Could it be that the power level is set as a signed integer. Since the maximum integer capacity of an unsigned int is twice as much and you don't really need negative power level numbers now do you *intense laughter*
If yes then I suggest you use unsigned longint :p
Having the capacity of 4 billion for power level would allow you for faster power level gain and not transforming Goku when he's not even OVER 9000 *intense laughter*
Or if you want overkill numbers use unsigned long long that goes from 0 to 18446744073709551615
good idea there!
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Grega
Perpetual Traveler
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Wednesday, April 06, 2011
Imagine in a server someone is like:
"Dude I have so much power level that I had to google the number with so many zeros, just to know what to call it."
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Konan
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Wednesday, April 06, 2011
Grega wrote : Imagine in a server someone is like:
"Dude I have so much power level that I had to google the number with so many zeros, just to know what to call it." hm the server called..don't know..n0ob paradise? *laughing out loud*!
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Zeth
The Admin
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Thursday, April 07, 2011
If yes then I suggest you use unsigned longint :p
Having the capacity of 4 billion for power level would allow you for faster power level gain and not transforming Goku when he's not even OVER 9000 *intense laughter*
The powerLevel statistic is comprised of various values and stored as an array of signed short ints (negative values are used for timer delays). Yes, these could be stored as long, but this would be a very poor design decision in that the network overhead for transferring the data would increase drastically for no point.
Instead, the hud uses a special visual scaling value to display a more appropriate number based on character tier. Thus when coupled with statistical scaling, the player is given the impression/illusion of numbers that can go into the 2 billion range without actually impacting network overhead as such.
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Grega
Perpetual Traveler
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Thursday, April 07, 2011
Zeth wrote : If yes then I suggest you use unsigned longint :p
Having the capacity of 4 billion for power level would allow you for faster power level gain and not transforming Goku when he's not even OVER 9000 *intense laughter*
The powerLevel statistic is comprised of various values and stored as an array of signed short ints (negative values are used for timer delays). Yes, these could be stored as long, but this would be a very poor design decision in that the network overhead for transferring the data would increase drastically for no point.
Instead, the hud uses a special visual scaling value to display a more appropriate number based on character tier. Thus when coupled with statistical scaling, the player is given the impression/illusion of numbers that can go into the 2 billion range without actually impacting network overhead as such.
don't worry Zeth. I wasn't being serious. The obvious over 9000 joke should have given it away *intense laughter*
But yeah what you said is the best choice for a coding decision as far as traffic limiting goes.
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