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Linkxp500
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Friday, August 26, 2011
I was wondering if there was some guide or tutorial regarding all the general commands for tiers, because I would like to know how to fix if someone was either too lazy to create their own, or they just don't see everything that could mess up the character in gameplay. And no, NELLO!!, if you read this, is not pointing anything at you, it is just for future reference. Since this is a learning forum I'd like to learn how to create tiers using any of the various commands in the tiers. If anyone knows them, has a reference somewhere, or even know that there is a reference in the ZEQ2 Lite download, please let me know.
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Shenku
RiO Incarnate
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Friday, August 26, 2011
Look in the players folder at the default tier.cfg, it should have all the current commands in there, and most of them are pretty self explanatory, but I'll see if I can give a general rundown of the different types of settings.
First, there's the name of the tier, though you don't really need to worry about it for anything but organization of knowing which tier you're editing.
Next, there's the combat stats. These all increase or decrease your damage, defense, cost, movement speed, and Zanzoken distance/speed/cost. You don't need to include these, as default tier takes care of it for you, but for transformations you may want to add them into that tier's file and boost the numbers slightly.(Not too much, or the character becomes over powered.)
Next up, there's the requirements. These affect when and if you can transform to the tier. Most of them are fairly self explained. "requirementCurrent" and "requirementMaximum" relate specifically to your powerlevel. Maximum is how high your maximum powerlevel is currently, and Current is how much you're powered up.
There's also a setting to make tiers permanent, meaning once entered you can't go back down a tier(unless killed, although it's not working as intended yet, currently when you die, your body reverts to tier1 for the death animation, which shouldn't happen.)
There are also sustain costs. These affect how much you need of a stat(health, fatigue, powerlevel) If you go below these amounts, you should automatically drop from the form.
Then there's the transform settings and aura settings. It's probably easier for you to just play around with the settings rather than have me explain them.
Although, the aura settings can have a shader and special sound effects associated with it, so you can customize them a little bit.(Also, the colors are all set in standard RBG format albiet on a scale of 0 to 1)
If there's something specific you want to know though, feel free to ask.
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Linkxp500
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Friday, August 26, 2011
I have one question for now... actually two, but they relate. First is, are the numbers for the combat stats multipliers? Second question is, does the powerLevelHudMultiplier command determine a character's power level, meaning the base power level is multiplied by that value?
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najeeb
My Sir
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Friday, August 26, 2011
check the svn , it has all of them
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Shenku
RiO Incarnate
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Friday, August 26, 2011
Linkxp500 wrote : I have one question for now... actually two, but they relate. First is, are the numbers for the combat stats multipliers? Second question is, does the powerLevelHudMultiplier command determine a character's power level, meaning the base power level is multiplied by that value?
I'm not 100% sure if the multiplier plays into anything other than multiplying the displayed number in the bar on your screen, you'd have to ask Brad about that one. But yes, it multiplies the base number to get your end displayed result in your HUD.
For the combat numbers, I believe they are multipliers, yes.
Also, bare in mind that the numbers you enter into the tier file may not match the ones being displayed in-game. If you want to go to Super Saiyan 2 and it requires you in-game to be at or above 2 million(according to the bar), then it most probably reads 20000 in the tier file(or what ever the number would be divided by the HUD Multiplier). This is because of the way the powerlevel system was setup. The total allowed powerlevel range(as well as health and fatigue, I believe) is 0 to 32767, and any number displayed in game that's higher than that is a multiple of a number that falls within this range. This means that when determining requirements or sustain amounts for a character's tier, you must use a value in that range for it to work.
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Linkxp500
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Friday, August 26, 2011
Alright, thank you for the help. I'm going to try and see if I can correct the mistakes presented by the new packs.
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Mima
The Disciple
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Friday, August 26, 2011
Shenku wrote : I'm not 100% sure if the multiplier plays into anything other than multiplying the displayed number in the bar on your screen, you'd have to ask Brad about that one. But yes, it multiplies the base number to get your end displayed result in your HUD. Actually that number doesn't do ANYTHING except makes the visual part multiplied. So even if you multiply it by bunches and bunches it will just make the number bigger, your character will not be stronger at all.
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Linkxp500
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Friday, August 26, 2011
So that would mean that an increased powerlevel is just for show and that the game registers it as a value between 0 and 32767?
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Shenku
RiO Incarnate
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Friday, August 26, 2011
Linkxp500 wrote : So that would mean that an increased powerlevel is just for show and that the game registers it as a value between 0 and 32767?
Pretty much. Although, I wouldn't mind looking into a way of making the multiplier affect how strong your character is for accuracy's sake.
For example, Frieza has a multiplier in his first form to denote that he's "stronger than average" but mechanically it doesn't make him actually stronger, when it should be the case. I think that might require going into a number of systems to make it adjust to the multiplied number, and I'm not even sure if it can be done.(Unless we could just add a few lines to the combat stats to be multiplied by the HUD multiplier as well, which may or may not be a good idea...) I'm only just getting into the programming side of development though, so I can't say for certain what's possible just yet.
Edit: Alternatively, you can just increase the damage/defense stats by larger numbers to get the desired affect, I suppose.
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Linkxp500
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Friday, August 26, 2011
I think the purpose of the multiplier is to graphically show the uninformed player how strong he/she is, supposedly.
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Shenku
RiO Incarnate
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Friday, August 26, 2011
Linkxp500 wrote : I think the purpose of the multiplier is to graphically show the uninformed player how strong he/she is, supposedly.
Something like that, yeah.
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Domitjen
The Champ
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Friday, August 26, 2011
They actually do get stronger as every tier raises the characters stat configs.
Kaioken Goku:
tierName Kaioken
speed 1.16
percentMeleeAttack 1.4
percentMeleeDefense 1.2
percentEnergyDefense 0.7
percentEnergyAttackDamage 1.75
percentEnergyAttackCost 2.0
zanzokenSpeed 1.25
zanzokenDistance 1.6
breakLimitRate 2.0
effectCurrent 20
effectFatigue -4
effectHealth -4
powerLevelHudMultiplier 10
Super Saiyan Goku:
tierName Super Saiyan
speed 1.44
percentMeleeAttack 1.5
percentMeleeDefense 1.5
percentEnergyDefense 1.5
percentEnergyAttackDamage 1.5
percentEnergyAttackCost 1.5
zanzokenCost 0.9
zanzokenSpeed 1.5
zanzokenDistance 1.2
airBrakeCost 0.9
breakLimitRate 0.7
effectFatigue -9
powerLevelHudMultiplier 100
as you can see the attack/speed/etcetera configuration changes and raises for each tier setup.
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Linkxp500
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Friday, August 26, 2011
two of those values show that Kaioken is better than Super Saiyan in those aspects. That's kind of the reason why I started this topic. I was having trouble with characters being weaker in higher tiers, namely in NELLO!!'s FI Edition. In addition, they looked like they were not even the correct tiers for every character. The tierName for all except Frieza (all forms) was not labeled individually, so there was no way to know for sure.
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Shenku
RiO Incarnate
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Friday, August 26, 2011
Linkxp500 wrote : two of those values show that Kaioken is better than Super Saiyan in those aspects. That's kind of the reason why I started this topic. I was having trouble with characters being weaker in higher tiers, namely in NELLO!!'s FI Edition. In addition, they looked like they were not even the correct tiers for every character. The tierName for all except Frieza (all forms) was not labeled individually, so there was no way to know for sure.
Part of the reason behind that is that there needs to be a trade off for more strength. The other part is to prevent the character from being too overpowered compared to other characters who can't transform.
Of course there's the third part, which is the ever present possibility of typos or impropper value checking between tiers by the person who made them, or even just accidental changes that could have snuck in while changing something else while a cat walks across the keyboard... It could be any number of reasons.
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Linkxp500
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Friday, August 26, 2011
Yeah, I saw commas in place of periods in some of them, but I thought "higher power levels equal more speed and power." So I thought that since a tier naturally should have a higher power level, it should be faster AND stronger (and by stronger I mean in all aspects from any character's previous tier). It doesn't mean you have to increase each multiplier significantly so that we could avoid overpowering any character, but I think it should mean that each tier should be better in every way, even if it's just by a 0.1 multiplier increase.
Of course, I am not ruling out that there was user error. It is just that there are so MANY errors that spurred me to learn about this, and sooner or later I will use this knowledge to make the tiers more like the anime's power ups.
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Shenku
RiO Incarnate
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Friday, August 26, 2011
Depends what tier we're talking about, and for which character. There were several characters in the series that had transformations that were stronger, yet slower. See Trunks versus Cell for an idea of what I mean. Simply put, you can be stronger, and not faster, or faster and not stronger. Either way, it comes down to what you want to do, and with which character.
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Linkxp500
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Friday, August 26, 2011
okay, that does make sense. I guess I was referring to the TFS episode where Jeice says to Burta, "He's got a power level higher then us. Then, forgive me if I'm wrong, but a higher power level means he's faster, yeah? And Frieza's got a power level than all of us, so that makes him faster, too." Something like that went through my mind. I guess it's not necessarily true. I'd better read up on Dragon Ball trivia.
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Zeth
The Admin
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Friday, August 26, 2011
This is a debatable subject.
Majority of people argue that higher power level means higher everything (power, speed, etc.); however, one can easily disprove this stance through multiple citations in the series in which characters clearly would indicate a difference in individual attributes regardless of power level.
Piccolo, for instance, on multiple occasions has been cited as being faster (much like Burter was) even when fighting someone of similar/greater power level. Some characters seem to be able to manage their energy attacks better, some were better when fighting on ground/air, some excelled in mêlée combat, some had brute strength, etc.
While power level may be an all-encompassing "average" of these attributes, it's really just there to serve as abstract potential of capability rather than a "this number means I'm better" figure.
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Linkxp500
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Friday, August 26, 2011
And that's how Raditz lost.
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