Posted by Burning_Typhoon
in Projectile not exceed stage limits (Started by Burning_Typhoon December 31, 2019, 02:56:31 pm
Board: M.U.G.E.N Development Help
Board: M.U.G.E.N Development Help
Use a cond for determining the helper's pos limit.Quotepos = cond((FrontEdgeDist >= 60), 60, cond((FrontEdgeDist < 40), 0), 0
This example in my Doppel Nanase will have the first fire pillar from Maiden Volcannon spawn 60 pixels away from her if he edge of the screen in front of the character is equal or above 60 pixels away and will spawn 0 pixels away if Doppel Nanase is less than 40 pixels within the corner in front of her.
Thanks. Although, I actually went ahead and found a list of triggers, about an hour ago, and have been testing things out for consistency. Also curious to know what happens at 50 pixels in your example.
My example below always allows sublimation to always go it's full distance, and if the wall is within that distance, that's where it stops.
Code:
pos = Ifelse(FrontEdgeDist <= 65,FrontEdgeDist + 10 ,75) , ceil(0*const(size.yscale))
That makes it more visually consistent with the players position. It can never be more than 75, but I did still want the position to specifically change depending on how close you were to the wall, even just marginally, and not just a static spot whenever you were in the sweet spot. That made it look like there was an invisible wall that the projectile couldn't get past too. But when the player steps back far enough, the projectile could go just a little further.
It still hit, but I just didn't like the presentation of how it looked.
I've changed and adjusted for all versions of the attack too, so against the wall, there's no difference between the LMH versions. Just like MvC2.