For my latest project, I am editing this mostly complete Foxy Roxy character to bring it to a more completed state and to address all remaining items since the original creator is missing in action.
One of the items on the to-do list is to fix the dodge roll since it is very easy to abuse and cheese the living daylights out of everyone, as demonstrated by Darkflare. Unfortunately, I am a bit unsure how to balance the roll...
The animation for the roll is nothing special, so here is the code in question
;---------------------------------------------------------------------------
; Evade
[Statedef 900]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
anim = 900 ;Change animation (Def: no change)
ctrl = 0
[State 900, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,0
volume = 0
[State 900, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S3,4
volume = 100
[State 900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
[State 900, 4]
type = AfterImage
trigger1 = Time = 0
time = 20
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
[State 900, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 900, VelSet]
type = VelSet
trigger1 = time = [4,20]
x = 6
y = 0
[State 900, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Evade backwards
[Statedef 901]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
anim = 901 ;Change animation (Def: no change)
ctrl = 0
[State 900, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,0
volume = 0
[State 900, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S3,4
volume = 100
[State 900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
[State 900, 4]
type = AfterImage
trigger1 = Time = 0
time = 20
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
[State 900, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 900, VelSet]
type = VelSet
trigger1 = time = [4,20]
x = -6
y = 0
[State 900, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Can anyone recommend any modifications or chances to balance this dodge roll out?