It's been awhile, so I figured I would post a status update!
Although I don't have much new to show in terms of animations...
(Anim Deleted)
...I want to report that I've spent a ton of time since my last post revisiting all of my code, fixing stuff that I knew was broken, and adding features that I did not think of then. Ultimately, I want this character to play nice in Team Mode, and possibly even make him both 1.0 and 1.1 compatible (Not sure yet if 1.1 compatibility is even possible with some of his features).
Below are some details for those interested in knowing the specifics, which maybe other coders could find some stuff interesting.
Major Changes to Jailbot's Code
- All of Jailbot's HitDefs now include these attributes, which allow excellent control and specific redirection for some of the crazy crap I'm doing in Custom States:
fall.envshake.freq = TeamSide ;provide Jailbot's Teamside
fall.envshake.ampl = ID ;provide Jailbot's PlayerID
fall.envshake.phase = var(59) ;provide Jailbot's Pre-Determined WinPose
- Replaced as many "p2" triggers and PosTypes as possible with ones based on P1.
- Whenever Jailbot has a non-helper Target, the target's PlayerID is stored in var(58)
[State -2, Log the current target's PlayerID]
type = VarSet
trigger1 = numtarget
trigger1 = target,IsHelper = 0 ;Do not trigger for helpers
var(58) = target,ID
ignorehitpause = 1
That var is now being used for ALL redirections to the opponent (Except for when the enemies targetID is more appropriate). In the event that this method fails, I always have a fallback code.
Example:
[State 1841, 1] ;Walk towards enemy's body
type = VelSet
triggerall = anim != 1849
trigger1 = PlayerIdExist(parent,var(58))
trigger1 = abs(PlayerId(parent,var(58)),Pos X - Pos X) > 1.5
trigger2 = !PlayerIdExist(parent,var(58)) ;fallback code
trigger2 = abs(enemy,Pos X - Pos X) > 1.5 ;fallback code
x = 1.5
Custom Winposes to control deteated opponent
- System completely rethought/rebuilt. Works much better than what all the MK characters use for their Fatality systems
- Cleanly supports multiple win-poses
- Should play nice with TeamMode
- I will be updating my guide soon with the new system
- "Ice Cream" win pose improved to be much more dynamic. The enemy is no longer teleported to a fixed location during the first cutscene. The position of the enemy's head is now accounted for when the ice cream is shot at the enemy
Arcade Hyper
- If the enemy evades the attack and hits Jailbot, the screen will flash, and a looped electrocution anim will bind to Jailbot for a moment coupled with a nice sound effect.
- If Jailbot gets hit while the enemy is trapped in the beam, but BEFORE he starts getting pulled in, the enemy will SelfState to 5050.
Turbine Hyper
- The 3 attack variations (Normal / Medium / High) are now governed by what input being held down during the "charge-up"
- My original "detect opponent's position" feature that auto-triggered the best possible attack variation... has not been removed entirely. If Jailbot is an AI, it will trigger this behavior instead of the input
"Come here!" Spear attack
- Spear will now disconnect from Jailbot and continue flying off the screen if Jailbot gets hit (while it is still coming out)
- Spear animation will now freeze, and the helper will fade away if Jailbot gets hit AFTER it is fully extended
- Spear animation will now freeze, and the helper will fade away if a projectile hits the spear
- Spear now retracts nicely when guarded
- Simply put, this move proved to be very complicated with all things considered