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Remove Aerial Recovery (Read 2217 times)

Started by DestinNotDustin, February 27, 2017, 01:04:12 am
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Remove Aerial Recovery
#1  February 27, 2017, 01:04:12 am
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Steps taken:
-We'll use KFM as an example. He can aerial recover in a variety of directions (left, right, up, and neutral) from a variety of attacks and special attacks. I want to disable this feature.
I've read several docs and forum posts mentioning State 5040 in Common1.CNS in the Data folder. Could I delete this entire section of code (shown in the spoiler), or is there a value to input to disable it altogether? I prefer disabling if possible.
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Last Edit: February 28, 2017, 01:30:16 am by DestinNotDustin
Re: Remove Aerial Recovery
#2  February 27, 2017, 01:12:19 am
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Go to state 5050 and remove this line:

Code:
[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > Const(movement.air.gethit.airrecover.threshold)
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;Air get-hit (fall recovery in air)
Re: Remove Aerial Recovery
#3  February 27, 2017, 01:17:23 am
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Removed that block of code, but KFM is still able to aerial recover. This seems to happen during Kung Fu Upper and Throws.
Last Edit: February 27, 2017, 01:44:15 am by DestinNotDustin
Re: Remove Aerial Recovery
#4  February 27, 2017, 05:31:41 am
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I can't verify now, but I'm quite sure both of KFM throw and KungFu Upper puts P2 in a custom state where you'll find almost the same part of code as the one from state 5050 which Nitris mentionned above. ;)
- samurais, swords & stuff ? → Another Blade
Re: Remove Aerial Recovery
#5  February 27, 2017, 06:18:19 am
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Anything in there referencing Ai? Check the Ai commands too might have recover in there or make the hitdef fall.recovery = 0
Re: Remove Aerial Recovery
#6  February 27, 2017, 08:31:33 am
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Yeah custom states have it from those moves have it too. Delete the code there, it'll look the same.

Elecbyte's KFM has no AI code.
Re: Remove Aerial Recovery
#7  February 28, 2017, 01:08:02 am
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I can't verify now, but I'm quite sure both of KFM throw and KungFu Upper puts P2 in a custom state where you'll find almost the same part of code as the one from state 5050 which Nitris mentionned above. ;)
Ahh, go into each move and remove the potential aerial recovery. I'll get started!

Anything in there referencing Ai? Check the Ai commands too might have recover in there or make the hitdef fall.recovery = 0
This command here, would it also apply to the Common1.CNS and KFM. CNS?
Re: Remove Aerial Recovery
#8  February 28, 2017, 01:09:34 am
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Just in the attack hitdef itself, check the kungfu upper hitdef, what ever attack your able to recover from
Re: Remove Aerial Recovery
#9  February 28, 2017, 01:59:53 am
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Lets take Kung Fu Throw for example. Would Null in triggerall=  disable air throws?
Quote
[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER
Re: Remove Aerial Recovery
#10  February 28, 2017, 02:03:25 am
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You would put null after the type= part.

And it would disable whichever recovery you put null in.
Re: Remove Aerial Recovery
#11  February 28, 2017, 02:24:19 am
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Change type =ChangeState to type = Part, then change triggerall = CanRecover. Got it.

I appreciate the help.
Re: Remove Aerial Recovery
#12  February 28, 2017, 02:48:00 am
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I meant:

type = null