'hit_back:' - 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: 'hit_back:' (/showthread.php?tid=4470) Pages:
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'hit_back:' - YinYin - 02-15-2010 As we all know there is no hit_back: tag - or at least it doesn't work in any way However we can easily simulate it perfectly with a few hit_d: and mp: tags All we need is a hit_d: tag with the frame we want to got to when the opposite direction key is held and an mp: -1 in the same frame Now i suppose many already know that the hit_d in such a case will act when either Defense is pressed, the mp is too low to take 1 or the opposite direction key is held (used for firens burn_run to stop) there will always be enough mp for the mp: -1 to work (unless you overdrained yourself really badly somehow) but the Defense key is undesired if we really only want the 'hit_back' input that one can be blocked out by making the frame we will go to require an amout of mp far above the 500 a character has now the hit_d will only be carried out if you press back all pretty simple, nothing new but here an examlpe for woody (omitting everything unimportant):
as soon as you release you will dash forward also the mp: -1 acts very fast so you are basically only in frame 249 (sporting a nice state: 7 giving you some defense as you wait) a circle like that can be nice for simply delaying a move for as long as you need (cascading several of them for each frame would allow the player do delay/slow down a move at any point) putting many of those in a chain could create a nice chargeable move it can be used to change direction during a move it could also be used to simply cancel a move just to carry out a different one or to have two variations of a move (normal/held back, strong/weak, knocking down/dance of pain, lifting up/catching, high throw/low throw, ...) this can add a lot of variety to a character thats intuitive to execute pro: -a new key apart from D J A to toy around with -it depends on your direction -it can be held down and get noticed by the game as often as you like (charging) -it does not have to be pressed in an exact moment (just held down) -it acts much faster than normal hit_ tags -AI will use it automatically con: -F6 will turn it into a normal Defense key (ignoring all mp tags) -if you use this to delay a move like the tiger dash you will waste your 200 mp before you actually get to dash (you might get pushed into broken defense in my example) RE: 'hit_back:' - Azriel - 02-15-2010 i like. hit_j: 249 needs to be there in 251 right? unless i'm mistaken mistaken. Azriel~ RE: 'hit_back:' - YinYin - 02-15-2010 hit_j has nothing to do with all of this RE: 'hit_back:' - Azriel - 02-15-2010 more of thinking that the mp: -X goes with hit_j: something hit_d: something Azriel~ RE: 'hit_back:' - Bamboori - 02-15-2010 but somehow the hit_back tag works sometimes... RE: 'hit_back:' - YinYin - 02-15-2010 (02-15-2010, 12:56 PM)Azriel Wrote: mp: -X goes with hit_j: something hit_d: something (02-15-2010, 01:04 PM)Bamboori Wrote: but somehow the hit_back tag works sometimes...sometimes something somehow works next to your hit_back making you think that hit_back works prove me wrong RE: 'hit_back:' - TheNave - 02-15-2010 wow, rly nice... gotta have to create a new char with that feature RE: 'hit_back:' - Bamboori - 02-15-2010 dang, you were right. i had in mind that one of my chars hat a hit_back-action, but he just had the tags you described as necessary. sry ^^" RE: 'hit_back:' - dubbleD - 02-16-2010 i found this out while making my mudman character some time ago... didnt realise that it wasnt that well known... good that its out :P RE: 'hit_back:' - Alblaka - 03-29-2010 Ultimate awesomeness +9000. And the few "bugs" aren't really any problem, since charge attacks imo SHOULD be interruptable (with mp loss) and i'm usually not fighting with F6 either way. |