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Remove flipping from falling frames(and unused frame 184/190) - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Tutorials (https://lf-empire.de/forum/forumdisplay.php?fid=12) +---- Thread: Remove flipping from falling frames(and unused frame 184/190) (/showthread.php?tid=10925) |
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Remove flipping from falling frames(and unused frame 184/190) - STM1993 - 10-24-2018 In LF2, being able to flip from frame 182 and frame 188 is a hardcoded default input, even if you changed the state from 12 to something else. Furthermore, if you tried to use a custom frame with state 12, you'd find that the falling animation would no longer be trajectory-sensitive. Well, I've found a way to remove flipping from an LF2 character for good, and also allow you to make a custom flip with hit_j that actually costs MP to use. The trick is to set frame 182/188's wait from 3 to 0, and then change their next from 0 to 184/190 respectively. Now, it'd look consistent in regular play, but you'd find that if you did F2 pausing, you'd see the character appear to glitch graphically, as seen here: ![]() The reason why I used frame 184/190 is because they happen to be unused falling frames, yet they are trajectory-sensitive. So even if you next into 184/190, the game will frantically try to bring you back to frame 182/188, only to immediately next back into 184/190.(in the gif, I used frame 183/189 instead) To fix that, we'll make frame 184/190 identical to 182/188. You will also need to fix the freezing frame 202 to use next: 181(or 184 if you prefer) instead of next: 182, otherwise you'd still be able to instantly flip as soon as you thaw from being frozen for too long without getting hit. The data would look like this:
In this example, I've added hit_j: 203 to frames 184/190, meaning instead of flipping you can set yourself on fire. You can add an mp cost if you so desired. If you try to use hit_j into frame 100/108, you'll notice that you would lose the default trajectory of the flip that you can set in the stats at the top of each character's data, but that's a minor problem since the goal in the first place is to change the flip. Finally, you can use frame 184/190 for burning frames to add a potential 3rd/4th frame for burning as well! Feel free to experiment with this. That'd be all, enjoy this new tech! EDIT: There is just one tiny little problem with using the hit_j custom flip. You can now flip out of Henry's D^J flute! XD RE: Remove flipping from falling frames(and unused frame 184/190) - AdiDidIt - 10-26-2018 wait, why I need to do all this if I can just add hit_j in the regular frame? in both scenarios you will get custom fall if you click on jump button RE: Remove flipping from falling frames(and unused frame 184/190) - STM1993 - 10-26-2018 (10-26-2018, 07:26 AM)AdiDidIt Wrote: wait, why I need to do all this if I can just add hit_j in the regular frame?Good question! The reason why using hit_j directly in the regular frame is not a good idea is because you can still bypass the hit_j by pressing J+A together at the same time. This method of bypass is usable for ANY move that has a default input, as detailed here. As an example, if you changed frame 210 to go to super_punch, then made a frame 209 which is a copy of the original frame 210, and then added hit_j: 209, you will have a character who can do super_punch when you press J+A, but normal jump with J(but he won't be able to jump if his MP ever reaches negative, so this technique is not good to use on Firen/Dennis because of their D>J!). (have also replied in hebrew site) |