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.Spoiler, click to toggle visibiltyQuoteAir get-hit (recovering in air, not falling)[Statedef 5040]type = Amovetype= Hphysics = N[State 5040, 1]type = ChangeStatetrigger1 = !Alivevalue = 5050ctrl = 0[State 5040, 2]type = ChangeAnimtrigger1 = AnimTime = 0trigger1 = Anim != 5040trigger2 = Time = 0trigger2 = Anim != 5035value = 5040[State 5040, 3]type = CtrlSettrigger1 = HitOvervalue = 1[State 5040, 4]type = StateTypeSettrigger1 = HitOvermovetype = I[State 5040, 5]type = VelAddtrigger1 = 1y = GetHitVar(yaccel)[State 5040, 6]type = ChangeStatetrigger1 = Vel Y > 0trigger1 = Pos Y >= 0value = 52 ;Jump land
Go to state 5050 and remove this line:Code: [State 5050, 5]; Recover in mid airtype = ChangeStatetriggerall = Vel Y > Const(movement.air.gethit.airrecover.threshold)triggerall = alivetriggerall = CanRecovertrigger1 = Command = "recovery"value = 5210 ;Air get-hit (fall recovery in air)
Removed that block of code, but KFM is still able to aerial recover. This seems to happen during Kung Fu Upper and Throws.
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.
Anything in there referencing Ai? Check the Ai commands too might have recover in there or make the hitdef fall.recovery = 0
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.
mr_bourrepalestick said, February 27, 2017, 05:31:41 amI 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!Memo said, February 27, 2017, 06:18:19 amAnything in there referencing Ai? Check the Ai commands too might have recover in there or make the hitdef fall.recovery = 0This command here, would it also apply to the Common1.CNS and KFM. CNS?
Just in the attack hitdef itself, check the kungfu upper hitdef, what ever attack your able to recover from
Lets take Kung Fu Throw for example. Would Null in triggerall= disable air throws? Quote[State 821, 2] ; Recover near ground (use ChangeState)type = ChangeStatetriggerall = Vel Y > 0triggerall = Pos Y >= -20triggerall = alivetriggerall = CanRecovertrigger1 = Command = "recovery"value = 5200 ;HITFALL_RECOVER[State 821, 3] ; Recover in mid air (use SelfState)type = SelfStatetriggerall = Vel Y > 0triggerall = alivetriggerall = CanRecovertrigger1 = Command = "recovery"value = 5210 ;HITFALL_AIRRECOVER
Change type =ChangeState to type = Part, then change triggerall = CanRecover. Got it.I appreciate the help.