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Help needed to balance this dodge roll (Read 1411 times)

Started by DNZRX768, July 30, 2021, 05:51:13 am
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Help needed to balance this dodge roll
#1  July 30, 2021, 05:51:13 am
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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

Code:
;---------------------------------------------------------------------------
; 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?
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Re: Help needed to balance this dodge roll
#2  July 31, 2021, 08:45:45 am
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I'd start with doing what every other game does.  Make it able to be hit by throws.
Re: Help needed to balance this dodge roll
#3  August 20, 2021, 04:04:17 am
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Usually the balance of a roll depends on the open frames. Either at the beginning or the end, or a few frames on both.
Try extending those frames out so P2 can hit.
vVv Ryuko718 Updated 10/31/22 vVv