AZW
Young Lion
- Joined
- Jan 13, 2016
- Messages
- 5
- Reaction score
- 0
Okay, simple version. I started up a video E-Fed on youtube. Basically I sim the match, then edit it with commentary and other fluff.
What I have been trying to figure out is how I can fine tune the matches to get good ones more consistently.
I've been using the codes here: http://forum.thenomercyzone.com/index.php?topic=355.0
as a base.
I've messed around with the press Z to set health code some, and had some hit and miss with it. What I really need is a run down of what the values are doing. For example, if I use a value of 0500 it sometimes gives me a nice long match, sometimes it doesn't. Near as I can tell it seems to roughly double the length the match would have been without it active. IE, a 3 min squash turns into a 6-7 min squash. A 7-8 min or so back and forth match turns into a 15 min or so match.
Using the occasional spirit boost goes a long way towards stopping squash matches, but that combined with the higher health has the side effect of a match having a bunch of finishers. Which I don't want. It makes the finishers feel less special. I don't mind them kicking out after a long two count once, or even twice, sometimes.
The harder to pin code is cool sometimes, but it can also lead to large amounts of finishers being used. I find it looks pretty good for big match situations when you want a lot of pin attempts and kick outs, otherwise it just makes things drag. And the tons of finishers to end a match just kills the impact of the moves.
I haven't used WaylonMercysHands 's harder to get a 3-count code that's on here yet, but I like the sound of it better.
So I would like to implement this code: http://s4.zetaboards.com/Old_Skool_Reunion?topic=9815901/1/#new
I tried to use it, but didn't see any result. I assume I can put it in P64 as one code, just with all the gaps taken out. Correct me if I'm wrong please.
I have to also assume if I didn't input it wrong, then I'm just not getting the health set high enough for it to activate.
So... I have the following questions.
1. Can I get some values for that health code so I can dial in my match lengths a bit better? IE, 8-12 min, 12-16 min, 16-20+min, etc.
I'm running my E-Promotion as having little to no hierarchy. So I prefer to set the health for both at the start, rather than sticking to the boring low/mid/high card stuff. I like matches with lots of back and forth action, and no way to know who's going to win until they do.
The ideal situation would be about 5 codes that set P1 and P2 to a mutual default that will get me matches of roughly 10 minutes, then adding another 5 or so minutes per code.
(I only need these for singles matches since tag, 3 way dance, etc, tend to give decent enough matches without needing codes.)
2. Is it possible to mod that code to add value changes to the body parts so they are harder to submit as well? More or less in proportion to the health boost of the health code. So I don't put on the health code that should give me a 15-20 minute match, but someone taps inside of 10.
I did see this one: http://z3.invisionfree.com/WldFb_Archive_Forum/index.php?showtopic=23
But that would be going back to the low/mid/high card stuff I want to avoid. A simpler version that just auto-sets P1 and P2 to higher submission resistance would work. With that and incremental values to get levels of higher resistance I could match the higher sub resist to the higher health.
EDIT: Okay, I came across this code here: http://s4.zetaboards.com/Old_Skool_Reunion?topic=9126257/1/
So I should be able to use this code and the press z for health codes at the same time to also increase the sub resist. I just need an idea of what values to use. I see it sets the value to 4320, while the wildfb code cites values of 4278, 42C8, 4278, 4278, 4228. If 4248 is the base, then I assume 4320 is a simple adjustment up, but what about the one with C in the code? Is that a typo, or are letters used to get some values?
3. Is there a way to mod the no early specials code so that finishers can't be used till their health is even lower? More like 50%, or even 25%?
That would be the default setting so a finisher is likely to actually finish a match, while the original could be used for major matches so there's more likely to be a kick out or two.
Any help with this would be hugely appreciated.
Okay, managed to solve the first two on my own looking stuff up here. I will tell you about it in case anyone else wants to use it.
First I found the guide to Hex so I could understand the health values and tune them as needed. So that took care of that issue.
The three health values I'm currently experimenting with are:
013f
017f
01af
I dropped the health with Z code and switched to the wldFb default health code. I added the bit that lets it change the weak endurance health as well, and made them all the same. This way I get more even matches, no matter who I put in the ring. Then made 3 different tiers of health for different matches. Normal, long and title.
I used the submission resist with Z code and made 3 tiers for that as well, to match with the 3 tiers of health.
The occasional spirit boost I lowered the value of the increase to the 40s so it isn't an auto-special, but will still give them a chance to make a come back they normally wouldn't get. That helps with squash matches, and prevents some of the finsiherocolypse issues.
The basic version of the no early finishers code does work now that I'm sorting out the health values, but I would still like to know if I can change it to prevent finishers before the target has reached 50% or 25% health. That's the only one I can't figure out.
D215B2B2 0000
This looks like the (first) line that has to do with the health of the target, but the value is 0000, so I don't know if changing that to something else will work, not work, or if that's not even the right line in the code.
Once again, any help with knocking out this last conundrum would be appreciated.
What I have been trying to figure out is how I can fine tune the matches to get good ones more consistently.
I've been using the codes here: http://forum.thenomercyzone.com/index.php?topic=355.0
as a base.
I've messed around with the press Z to set health code some, and had some hit and miss with it. What I really need is a run down of what the values are doing. For example, if I use a value of 0500 it sometimes gives me a nice long match, sometimes it doesn't. Near as I can tell it seems to roughly double the length the match would have been without it active. IE, a 3 min squash turns into a 6-7 min squash. A 7-8 min or so back and forth match turns into a 15 min or so match.
Using the occasional spirit boost goes a long way towards stopping squash matches, but that combined with the higher health has the side effect of a match having a bunch of finishers. Which I don't want. It makes the finishers feel less special. I don't mind them kicking out after a long two count once, or even twice, sometimes.
The harder to pin code is cool sometimes, but it can also lead to large amounts of finishers being used. I find it looks pretty good for big match situations when you want a lot of pin attempts and kick outs, otherwise it just makes things drag. And the tons of finishers to end a match just kills the impact of the moves.
I haven't used WaylonMercysHands 's harder to get a 3-count code that's on here yet, but I like the sound of it better.
So I would like to implement this code: http://s4.zetaboards.com/Old_Skool_Reunion?topic=9815901/1/#new
I tried to use it, but didn't see any result. I assume I can put it in P64 as one code, just with all the gaps taken out. Correct me if I'm wrong please.
I have to also assume if I didn't input it wrong, then I'm just not getting the health set high enough for it to activate.
So... I have the following questions.
1. Can I get some values for that health code so I can dial in my match lengths a bit better? IE, 8-12 min, 12-16 min, 16-20+min, etc.
I'm running my E-Promotion as having little to no hierarchy. So I prefer to set the health for both at the start, rather than sticking to the boring low/mid/high card stuff. I like matches with lots of back and forth action, and no way to know who's going to win until they do.
The ideal situation would be about 5 codes that set P1 and P2 to a mutual default that will get me matches of roughly 10 minutes, then adding another 5 or so minutes per code.
(I only need these for singles matches since tag, 3 way dance, etc, tend to give decent enough matches without needing codes.)
2. Is it possible to mod that code to add value changes to the body parts so they are harder to submit as well? More or less in proportion to the health boost of the health code. So I don't put on the health code that should give me a 15-20 minute match, but someone taps inside of 10.
I did see this one: http://z3.invisionfree.com/WldFb_Archive_Forum/index.php?showtopic=23
But that would be going back to the low/mid/high card stuff I want to avoid. A simpler version that just auto-sets P1 and P2 to higher submission resistance would work. With that and incremental values to get levels of higher resistance I could match the higher sub resist to the higher health.
EDIT: Okay, I came across this code here: http://s4.zetaboards.com/Old_Skool_Reunion?topic=9126257/1/
So I should be able to use this code and the press z for health codes at the same time to also increase the sub resist. I just need an idea of what values to use. I see it sets the value to 4320, while the wildfb code cites values of 4278, 42C8, 4278, 4278, 4228. If 4248 is the base, then I assume 4320 is a simple adjustment up, but what about the one with C in the code? Is that a typo, or are letters used to get some values?
3. Is there a way to mod the no early specials code so that finishers can't be used till their health is even lower? More like 50%, or even 25%?
That would be the default setting so a finisher is likely to actually finish a match, while the original could be used for major matches so there's more likely to be a kick out or two.
Any help with this would be hugely appreciated.
Okay, managed to solve the first two on my own looking stuff up here. I will tell you about it in case anyone else wants to use it.
First I found the guide to Hex so I could understand the health values and tune them as needed. So that took care of that issue.
The three health values I'm currently experimenting with are:
013f
017f
01af
I dropped the health with Z code and switched to the wldFb default health code. I added the bit that lets it change the weak endurance health as well, and made them all the same. This way I get more even matches, no matter who I put in the ring. Then made 3 different tiers of health for different matches. Normal, long and title.
I used the submission resist with Z code and made 3 tiers for that as well, to match with the 3 tiers of health.
The occasional spirit boost I lowered the value of the increase to the 40s so it isn't an auto-special, but will still give them a chance to make a come back they normally wouldn't get. That helps with squash matches, and prevents some of the finsiherocolypse issues.
The basic version of the no early finishers code does work now that I'm sorting out the health values, but I would still like to know if I can change it to prevent finishers before the target has reached 50% or 25% health. That's the only one I can't figure out.
D215B2B2 0000
This looks like the (first) line that has to do with the health of the target, but the value is 0000, so I don't know if changing that to something else will work, not work, or if that's not even the right line in the code.
Once again, any help with knocking out this last conundrum would be appreciated.