Posted by bass30655
in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
Board: IKEMEN Releases
Board: IKEMEN Releases
ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.
This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"
Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)
when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine ... I don't know if you like this idea
As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.
Greetings!so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the matchThis sometimes happens to me also.What's the version date in your readme file? And does it happen with any character or specific ones?
I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.
It was mainly OHMSBY style characters and I just downloaded the latest update of your tag code but didn't test it out yet.
Ditto