Posted by Punkxy
in KRATOS - KOF Style (Started by Wou Mugen January 28, 2021, 05:59:57 am
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
[State 6000, Explod]
type = Explod
trigger1 = time = 15
trigger1 = !NumExplod(6009)
trigger1 = teamside = 1
anim = 6009
id = 6009
postype = left
pos = 16,52
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 5
facing = 1
pausemovetime = -1
supermovetime = -1
scale = 0.3,0.3
[State 6000, Explod]
type = ModifyExplod
trigger1 = 1
ID = 6009
scale = fvar(1), 0.3
ATM, I'm preparing for stuff in the morning, but I'll let you know and probably share a few combo limiter system ideas I use that are all var based.Aight let me know through pm, thanks!
That's almost very similar to the juggle timer that I use. You basically need to initiate a varadd in statedef -2/-3 (your preference) whenever the conditions for a combo, or more ideally, whenever a juggle starts that will function as your timer. Then, in every single hitdef that allows for OTGs, put a triggerall where it can only hit if the timer var's value is below a specific number (i.e.: If the limit is 10 seconds, then the triggerall will be var(x) <= 600). Once P2 recovers from any hitstate, reset the var to 0 in statedef -2/-3.Interesting! I'll give it a try
When a bug like that happens usually the stage is the one to blame, not the char.I had that problem before with Charizard on a certain stage. Managed to fix the stage eventually it was quite easy.
Even if the code of the projectile gets tweaked and/or improved it isn't guaranteed that it will work flawless on every stage.
It's entirely possible to set this sort of thing up within your character to return their own frame data, but why would you need to? Stupa's Training is an incredibly useful debugging tool so I'm not sure why you'd need to return your own frame data through your character when Training already does that.Yeah I just found out about this tool a day ago thanks to Zzyzzyxx here.
Ok I figured how to switch vs which char in FF, Nice!Talking about a hit on block:
I'm editing a char, and so far I've edited a few moves' frames, now I found 2 moves that besides "guard.pausetime", I cannot make p2 delay for long enough. he keeps recovering at the same 40/55 frame and I want to make him actually 18 frames later.
When I change the numbers with "guard.ctrltime = " and/or "ground.slidetime = 10", it doesn't change a thing, unless I lower the numbers, then it makes p2 recover even faster, which is the opposite of what I try to do..
I managed to get the +3 frames on block with "guard.pausetime = 3,20" but I dislike the looks of it.. the move itself isn't that powerful and it overshadows another move from the same string that is actually stronger but doesn't make p2 stutter so much :\
Halp!
One more thing, I know I can set a specific map for when I launch the game quickly through Fighter Factory, but can I choose to fight a specific fighter aswell? I wanna put there a training char to check frames easier.. I use debug mode for now and the calculations killing me sometimes xD
thanks!
OK 1st
P2 the guy took hit is a untouched KFM or not?
please make sure the standard KFM act same.
https://mugen.fandom.com/wiki/Training/Stupa%27s_versionIs there a way to make the adv. frame/dmg/combo implemented inside my char's and make it show the same char's data?