Posted by ReddBrink in Rugal Bernstein (on hold until further notice) (Started by ReddBrink January 21, 2018, 08:23:30 am
the best option for multi-hit moves like this isalright the move has multiple hits now buts its 8 to 9+ hits. is there something i'm missing or did i put the code in wrong?
then have a var vount up for each hit.
so something like:
above the hitdefs:
[State 1350, add hit var]
type = Varadd
trigger1 = !time
var(8) = 1
in the middle here change the hitdefs to instead of saying "Parent, var(8) =" to just have var(8) = 1, 2 or 3
[State 1350, reset move for more hits!]
type = MoveHitReset
trigger1 = var(8) < (parent, var(8)) + 1
trigger1 = movecontact = 1
I'm curious, what was the problem?
Cool, i forgot about that guard.ctrl parameter i rarely use it.
Guesse it comes in handy in certain situations.
I wonder if its the animation times for the get hit states
The anim 5000 and above, are those anim sharing the same
times a the ones included in DW's chars or are you just using
what chichi already had? I'm not sure if his shit is correct or not.
Edit* lol I ment chucho and auto correct changed it.
That's weird as fuck, how many ticks of recovery are available
after the active frames and is there another statedef 200 somewhere
If anything, start a help topic this is pretty weird shit lol
Ground.hittime = 17 + 2 *var(9)No. its the value for guard.hittime i'm trying to change
To be clear, your changing the value that's in bold correct?
Even if you put =99?
Hopefully this will give you an idea of how to figure out
what values you'll need for ground.hittime, guard.hittime
To match the frame data
Thats def strange, i just upped the guardtime on gabriella to see if it would work and it did, are u using divine kfm template? can u post the hitdef?
[State 200, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S, NA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 8, 8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 65), var(36):=-82
hitsound = S2, 0
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime = 17 + 2 * var(9)
guard.hittime = 12
ground.velocity = -5.5
guard.velocity = -5.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
I guess if you want to differentiate from DW's default pause times, then go with SFxT frame data.
Or you can play around with the default DW pause times and find something that feels suitable for a 2D Kazuya.
You can keep the pausetimes to keep the pots style feel
but config the ground hit times to match the frame data
i say try sfxt
I'd keep the default pausetimes and adjust the frame advantage with the recovery of moves
ill check all that out, but i cannot replicate that turning purple thing when he lands i just never see it, can one of u post a pic?Right before landing
-added some additional pushback lemme know if its still not enough