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Battle stadium d.o.n ps2 iso
Battle stadium d.o.n ps2 iso








battle stadium d.o.n ps2 iso

If the clash lasts for too long and mana is drained, only mana regeneration speed would determine stuff. The amount of influence over the wave player has could change depending on variable things like his remaining mana or life. If player choses to deselect the dummy unit, he loses control of a wave and can run away while the other player(s) at some rate would gradually gain all the control of accumulated energy and could direct it normally. Other players can fire at this too and interact with the already clashed waves to influence the outcome. In DON with the control of our dummy units the waves could be directed all the time, always heading to a point of players preference. So, only if both players aimed directly at each other, only then the energy wave could travel to target and not some awkward angle away.

battle stadium d.o.n ps2 iso

In ESF after the clash the connected players cannot control the direction of a vector any more. For example, when two heroes fire an energywave and waves happen to meet, they clash and head to a direction which is influenced by both waves, depending on their power. Could mimic the best of it and improve the rest.

#BATTLE STADIUM D.O.N PS2 ISO MOD#

The second suggestion for the energy waves is physical interaction (like broly meteor).ĭepending on various factors (once again, damage, skill level, etc.) energy wave could clash with another energywave, as well as heroes under cerain conditions (like while hero is with ESC mana/life regen aura - this hero can grab the wave in attempt to push it away) If you ever seen HalfLife DBZ mod Earths Special Forces, this physical interaction is nicely done there. Most significantly, additional coding would be needed to somehow control the turning speed of a wave, Would also have to disable all skills for hero during casting. This solution, however, produces some tricky problems. Player orders would only make hero to face some direction in attempt to move there, while the energy wave would head to the direction in which hero is looking. As long as wave is still alive, hero would be not paused, but just its movement disabled to 0 speed. Otherwise, it could be done without dummy unit or temporarily losing selection of a hero. This method with dummy is preferable, as it also would help with the possible second suggestion. Dummy unit could either instantly move to target location, once it is facing it, or travel along with the energy wave. Dummy would have slow variable rotation speed, depending on some factors like energy wave type, skill level, etc. Player would be able to order dummy unit to go towards some direction multiple times, thus, making energy wave to turn multiple times too, as long as wave havent exploded yet. the energy wave would head towards direction which our dummy unit is facing. In DON one way to do it would be spawning and selecting a dummy unit, facing target point.

battle stadium d.o.n ps2 iso

In anime they can be bent around stuff or towards moving target. Now i gathered at least few things could be done.įirst, easy thing would be to make waves controlable to a degree. Epic would be to make them more interactive. Playable characters The game features a total of 20 playable characters, 12 of which are available from the start.I've been longing to suggest some gameplay improvement regarding dbz chars (mostly). Up to four players can participate in a multi-player session, though a must be used for more than two players for the PS2 version. Fulfilling these missions' goals rewards the player with coins that can be used in the slot machine upon defeating the boss character, allowing players to potentially unlock characters, stages, and other bonuses. The single player mode has the player fight through five rounds, 2 or 3 of which have missions with randomly selected goals the higher the difficulty chosen by the player, the more missions are given out. Characters have access to a host of special moves and abilities, with certain characters being able to use temporary transformations to increase their strength. As such, a fight can potentially last indefinitely if no time limit is set. To win a fight, a player must either collect all of the orbs in play, leaving their opponents with none, or possess the highest percentage of orbs when time runs out.










Battle stadium d.o.n ps2 iso