Posted by Nep Heart in Sprites/Animations/Stage WIPs (Started by Margatroid January 04, 2016, 10:00:41 PM
I've tested her AI through plenty of 1.1 Watch mode matches throrough the development and I don't recall ever that happening to me on my end (the only tester I could ever find didn't had that happen either). What sort of opponents she'd happen to face for that to usually happen? And didn't you happen to use simul mode? There's a good reason why I put the "this character is not designed for simul mode" disclaimers in the readmes.
Aside of few lines telling whenever to use guard or dodge depending on the character's capabilities, the AI guard coding I've been mostly using for the handful of my most recent characters since and including Magic Geese (including Natasha) so this issue really is concerning to me.
(At least I patched out the speed trail not having the noshadow assertspecial, I can't believe I forgot to put that in)
Some properties or engine quirks of HitDefs that aren’t really well documented.
- HitDefs with ground.type=None are non-interrupting, deal no damage, don’t force the target into a hit state, etc. They also don’t grant targets or set MoveHit, MoveContact. But properties p1stateno, p2stateno, chainID will all work on these HitDefs, so it’s possible to use p1stateno or chainID to detect when a non-interrupting hit connects and then deal damage via a permanent target bug instead. Kind of has a niche use for attacks which you don’t want to interrupt the enemy with (it almost appears visually as if the opponent has armor, even though they don’t).
Roy and Chrom by Nep Heart using their sprites made by RMVGames