You may have heard about Pseudo-linking HP in this topic:
@Build-pleasse(My bro) tried to solve it before he requested a suspension.
He had some missing pieces, but once I posted this topicā¦
We got the gears greased. Here we go.
Concept
There was once the idea of making Pseudo HPā¦ and it was easy. It just needed one property and some blocks. Keyword: Property. Itās one of the best devices out there! Without itā¦ uhā¦ (HUGE DISCUSSIONS, NO SOLUTION! BONKER GAMES WITHOUT ANY QUALITY LOAD SCREENS! SNEAKY STUFF!) But with our dear property, we could make angelic games like D&D (Current project), text-based games like A Dark Room and more.
Iām starting to think that some Gimkitters out there actually do something good and the rest sit by, racking up plays because they say āanimeā in the title.
Thereās no limit to how much I can put in these chapter names so yeah how you doing good day hello yeah can your brain brain because if your brain canāt brain you have a problem so make your brain brain or go not brain somewhere else please do I mean braining is the main thing you do while braining your brain in GKC so get your brain to brain
ā¦Yeah.
First, place a number property down. Name it PHP, or
Pseudo
Health
Points
ā¦If you looked at my previous guide, then you will better understand me when I say: make a motherboard that keeps track of every action related to gadgets bought. This will be player-scoped. It will then teleport a player to the screen where it shows you what gadgets you bought, and will ask what gadget youāre wielding. This is key to pseudo-linking the health bars [1]. The formula that tells you how much damage you take, at a given time, is this:
Gadget Rarityās Damage + (Tiles traveled per second / Distance player is away from target) = Number(s) coded to tell game what gadget you have
All of these properties are global. And, for the purpose of the research topic mentioned earlier, this formula is intended for 2 players.
The formulas for how much damage you take in PHP and Regular HP:
PHP: PHP / Reg HP x Damage Taken
Reg HP: Damage taken [2]
Anyway, thatās it! @Blackhole927, could you make this a wiki, because I only have a 1 day edit limit and people might ask me to add more?
Canāt really provide a GIF right nowā¦
but basically you use number naming to tell the game which gadget youāre using, and itāll calculate how long it takes for the projectile to reach its target and how much damage it deals.
You could put both types of HP as the same number, or you can multiply regular health by whatever (has to be above 1), but make sure to divide or subtract by it or its multiplicative.
(Thanks, BH!)
EDIT: BOB???
I thought you said youād visit once a monthā¦
You can pseudo-track if a player gets hit, using the gameās knowledge of when theyāre damaged, how much theyāre damaged, and if youāre using that with a moving target aiming system.
+
Number designations (ie quantum portal is 089, blaster is 001)
+
Telling system how gadget works
ie āexampleā gadget: 5(tiles) x 32 (tiles from target) / 60 (secs) = 2.66666ā¦ (time to reach target)
Thatās 5 times 32, divided by 60 = 2.66666ā¦
or tiles x tiles from target / 60 = time to reach target
Damage = 54
This system is activated by a lifecycle (when gadget fired)
=
Pseudo-tracking when a player gets hit! [1]
Should I make a guide on this or no?
wait how would this even detect if the projectile lets just say, misses, or disappears because its gone traveling for too long, then what would this do? we cant really detect where we are aiming so this doesnāt actually really work that much now that I think of it.
You can always try to freeze the other player when the game knows the Gim is touching the target.
The arena that was in the pseudo-health research had intended to be small, so really any gadget could do the job.
It was platformer too.
Besides, they are gonna use pseudo-attacks, way easier to track.
I just asked that question and he pointed out that most of the time people are going to be using pseudo-attacks not actual projectiles, which is WAY easier to track.