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AttackDist (SCTRL) (Read 2773 times)

Started by Just No Point, October 23, 2015, 12:19:34 am
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AttackDist (SCTRL)
#1  October 23, 2015, 12:19:34 am
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Changes the value of the guard.dist parameter for the player's current HitDef. The guard.dist is the x-distance from P1 in which P2 will go into a guard state if P2 is holding the direction away from P1. The effect of guard.dist only takes effect when P1 has movetype = A.

Required parameters:
value = guard_dist (int)
New guard distance, in pixels.

Optional parameters:
none

Example:
none
Re: AttackDist (SCTRL)
#2  November 21, 2015, 02:30:23 pm
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[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 140


Changes the guard dist to block lower than the default  set attackdist for the Kung Fu Man character.
"1" for most of the time triggers at every tick.
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Re: AttackDist (SCTRL)
#3  November 21, 2015, 11:14:05 pm
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Strictly speaking for that you should use the guarddist parameter in the hitdef if you require something else, OR you should change the constant. If you are setting it all the time, it's a constant and should be defined as such.

Not a super useful sctrl overall and has a rather limited use case.


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Re: AttackDist (SCTRL)
#4  November 21, 2015, 11:33:03 pm
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Strictly speaking for that you should use the guarddist parameter in the hitdef if you require something else, OR you should change the constant. If you are setting it all the time, it's a constant and should be defined as such.

Not a super useful sctrl overall and has a rather limited use case.

I think the SCtrl is just put in there for a bit more options and ways to balance out characters personally. But then again, guard distance doesn't do very much other then where they can space out or not.
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Re: AttackDist (SCTRL)
#5  November 22, 2015, 12:22:29 am
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What Cyanide is saying it it's just sucking up resources. Just change it in the hitdef.

An improperly set guard distance can cause some problems. If it's too wide, a character on the other side of the screen will block basic attacks, which is kinda bad.
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Re: AttackDist (SCTRL)
#6  November 25, 2015, 02:13:49 am
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the use I can see for it is if you keep the htidef for more than one animation frame and also, the clsns change enough that you need to increase/decrease the guarddist without using  another hitdef and the overhead it will cause.