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How to make absorber work for you

Started by quiet, February 02, 2007, 09:24:01 AM

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quiet

Some of this was posted before the boards had to have their old posts removed.  Thanks to Taskmaster X for his patience and insight he provided all the information in this post, I just was asking the questions.

The first part of this (in red) is for lengthening the amount of time a power absorber keeps the powers and stuns the opponent

the rest is information  for the absorber_material and absorber_energy attributes from FFX 3.2

In the ff.py look for:

Object_SetPrimaryState(target,PCSTATE_STUNNED,20,0)

remember, this line is in two places in ffx.py and needs to be changed in both places for it to work. The line to change Nullification is right below this line (in both places).


For built-in characters with Material/Energy Absorber the naming goes like this (where Absorber is the name of the character)
Absorber
Absorber_fire
Absorber_sound
Absorber_water
etc.

for custom characters, it's like this:
Absorber
Absorber (fire)
Absorber (sound)
Absorber (water)
etc.


1. When making the alternate forms of the absorber,  Would they each be an independent character ala shapeshifter, so would each need tempform attribute? 

No need to give the alternate forms Temp Form. The code looks to see if there's any hero files or built-ins that have the same name as the original absorber+the material name in the format I showed you. It works the same way as the original FFX3 Absorber in that regard.



2.  If they are each individual characters would they each need a new set of stats reflecting there states or would you want them to be reflective of the original character (like absorbing_man who has generally "normal" stats) and then the ffx material change would make there stats greater.
3. Or, would they  each just be a template that is recognized when the absorber absorbed a new material

Yes, they are completely seperate hero files and can be given powers and stats to simulate their new state. For instance, I gave my Absorbing Man the Overheated when fire, Short-circuited when electricity, higher strength and invulnerable when diamond, etc. You also get similar powers and stats when you don't have alternate forms,.Your material changes and get new powers but you don't have a different skin or mesh as you would if you created alternate forms. It was meant to work both ways, like the original Absorber.



4.  If I wanted the absorber to make contact with a particular character and then get that material (ie wolverine's admantium skeleton, or cap's shield) would you put that material as the character's AI subtype?
An add on to this question is if I wanted to make cap's shield a particular material, how would I do that or what should go there (I ask because it would be awesome if absorbing man came in contact with thor or captain america he could take on the material of those character's respective weapons and it could be shown in game by C6's awesome skins for those materials, and Absorbing man would be nigh unstoppable!)


Yes! I built the new Absorber specifically for Absorbing Man! There are new subtypes 'adamantium', 'super_alloy', and 'divine_metal' that can simulate just what you're talking about. Just add the subtype to the AI file and the command for absorbing that particular material will appear. The absorber will get much higher strength and invulnerability when absorbing these materials or, like you said, create alternate forms called Absorber (adamantium), Absorber (super_alloy), etc. with their own skin/mesh/power/stats!


jmoser

QuoteIn the ff.py look for:

Object_SetPrimaryState(target,PCSTATE_STUNNED,20,0)

remember, this line is in two places in ffx.py and needs to be changed in both places for it to work. The line to change Nullification is right below this line (in both places).

First, I'm assuming you meant to type "ffx.py" in the first case above.

Second, while you tell us where to look, it would be helpful if you told us specifically what (in that line?) needs to be changed, and what it should be changed to.

TaskMasterX

The number 20 is what you want to change. By default the target will be stunned and nulled for 20 seconds. Simply change that number to the amount of seconds you want the target to be stunned (the line below that one controls the amount of time for the power null, also 20 sec.) and the Power Absorber to hold onto the powers.

jmoser