Posted by PotS in NEOs Sprite Work (CPS2/CPS3) (Started by yatta.Neo March 23, 2023, 08:12:54 AM
[State -2, Hit Count]This check only makes a difference for player type helpers, which generally shouldn't be used anyway.
type = VarAdd
trigger1 = !IsHelper
trigger1 = !HitPauseTimeIf you removed the ignorehitpause line you wouldn't need to check if the hitpause was over.
trigger1 = !(HitDefAttr = SCA, AT)
var(3) = 1
ignoreHitPause = 1
triggerall = (EnemyNear, MoveType != H) && (EnemyNear, StateNo != 5300)It's better to use the P2 triggers when possible (P2movetype and P2stateno), as Enemynear also checks dead enemies while P2 ignores them.
Thanks for the feedback but I think it is not my fault... I had a look at Evil Ryu's code. The fireball is having a hitdef which triggers every frame and it won't change to dissipate state when movereversed... Ideally the fireball should handle the situation where it's hitdef is reversed and play the dissipate animation.Actually I was mostly curious about your reply. Fireballs changing state upon movereversed was something I considered way back but did not implement because it was not "standard", and I think MB chars used to use HitOverride for shielding projectiles. I'll make this compatibility change when I update my chars.
Some are engine limitations.Maybe you could use a ReversalDef for crouching attacks and a HitOverride for standing attacks. Then have the char stay in that guard state for gethitvar(hittime) + X frames. Food for thought.
In MB, the character will enter guard state (with more stun than normal guard) when it tries to use crouch shield against stand attacks. I don't think it is possible to do this in Ikemen GO.
Here are some noticable differences:
- Crouch Shield can shield stand attacks
- Shielding projectile and helper attacks during blood heat will not activate Last Arc
- No hitbox clash
- Rising jump attacks are mid
- No throw tech