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Messing with negative fall/bdefend - 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) +--- Thread: Messing with negative fall/bdefend (/showthread.php?tid=4553) |
Messing with negative fall/bdefend - Alblaka - 03-04-2010 Actually my idea for my defense-based char was quite simple: In his defend frames he summons a T3 to hit himself with NEGATIVE fall & bdefend values. In theory this should INCREASE his fall and bdefend points, in fact it would take more hits to break his defense (>broken defense frames). But actually the T3 DECREASES his defense, now just ONE punch is ned to break the defense (same which values i take for fall/bdefend). And to increase ridicolousity the char keeps defending (no dmg, defend sound) while doing the broken defense stance (stumbling backwards) and after about a total of 3 hits (which is the casual number ned to break defense) he goes over to injury frames... Is somebody out there who has a good knowledge about how the fall/bdefend system works exactly? RE: Messing with negative fall/bdefend - Bamboori - 03-04-2010 never looked at yinyin's skullmark? RE: Messing with negative fall/bdefend - Alblaka - 03-04-2010 (03-04-2010, 09:10 PM)Bamboori Wrote: never looked at yinyin's skullmark? Never heard of and i just searched for terms like "bdefend"... Downloaded it and checking it ^^ nvm, Yinyin used a ueber-negative fall, making him unstunable. But i want a char that ONLY has an strogner defence... Thought about replacing the broken-defense frames, but that would cause enemies to keep punching him like a sandbag without effect... Gah, whatever values i try, the result is random, but never whatever i exspect. I'm going do replace the broken_defense with casual defense frames, adding a mp-drain... Then he could defend against weak hits for unlimited time, but would loose mp while doing so. I matched the solution from above with a 2-frames time zone where he is NOT defending... in fact you CAN break the defense with attacking him slightly faster then casual punches can... So f.E. with 2 people or special attacks. My problem is quite solved, but i would still like to get another possible solution, regarding negative bdefend values etc... RE: Messing with negative fall/bdefend - JossuaDC - 03-04-2010 Short. Messy. Badly written. Deal with it. The defend frames opoint a ball which replaces the character's regular bdy. The ball loops for a short period of time (to prevent everlasting empty shadows). -If the ball is hit, it will automatically enter the hitting/hit frames, in which a timer is placed to reduce the ball's hp. -If the ball is destroyed (hit_d: (iirc) tag of the timer leads to a frame which does this), catch the character and force it into the broken_defend stage. -If the defend frame ends before the ball is destroyed, it will react to a special bdy of the character(ik:8) and disappear (next: 1000). Basically, if the opponent hits the ball often enough, the ball will destroy itself and send your character to the broken_defend frames. If the wait: value of your defend frame expires before the ball is 'broken', the ball will react to a remote bdy (placed in standing/beginning of a move frames) and disappear. Get it? RE: Messing with negative fall/bdefend - Bamboori - 03-04-2010 better use yinyin's technique with small hp armour. balls cant follow you on y-axis. @below: ooops seems that i misunderstood hacker. i thought he wanted this defend state the whole time^^ RE: Messing with negative fall/bdefend - JossuaDC - 03-04-2010 (03-04-2010, 09:45 PM)Bamboori Wrote: better use yinyin's technique with small hp armour.Why would a character move on the y-axis in a defend frame? Edit: This is about defend techniques, right? If you're looking for armour, just download Jisenko (or YinYin's Julio) and mess about in the .dat files. RE: Messing with negative fall/bdefend - Alblaka - 03-04-2010 (03-04-2010, 09:43 PM)JossuaDC Wrote: Short. Messy. Badly written. The idea is quite good. But actually there are a few problems left: A state 3005 will immeadeantly break the defense (correct) but don't hit the char (just send him to broken-defense, so an uebersuperenergyball would be blocked). The T3's hp will decrease regarding on the dealt damage... not the actual bdefend-power of the attack. Last there could be following bug: Enemy hits "char" a couple of times. Nothing happens. Then suddenly he jumps to broken frames (T3 survived, but then lost last hp due to hit_a, without being further hit). In total a nice idea... but not exactly what i looked for (though i'm dunnoing whether a defense-increase with negative hit is even possible). edit: Double ninja'ed x.x *Seppuku* Anyways, i'm NOT looking for an armor technique... Actually the char DOES have an armor move, but that is some other story ^^ RE: Messing with negative fall/bdefend - JossuaDC - 03-04-2010 (03-04-2010, 09:50 PM)Alblaka Wrote: A state 3005 will immeadeantly break the defense (correct) but don't hit the char (just send him to broken-defense, so an uebersuperenergyball would be blocked).Why state: 3005? You need to use state: 3000 for the hit/hitting frames to work correctly. (Don't whine about the shadow. It should perfectly overlap the character's shadow.) (03-04-2010, 09:50 PM)Alblaka Wrote: The T3's hp will decrease regarding on the dealt damage... not the actual bdefend-power of the attack.So what? It's the same deal with the regular LF2. Deep needs two slashes, Davis needs 3 punches. (03-04-2010, 09:50 PM)Alblaka Wrote: Last there could be following bug: Enemy hits "char" a couple of times. Nothing happens. Then suddenly he jumps to broken frames (T3 survived, but then lost last hp due to hit_a, without being further hit).The hit/hitting frames should be short and so should be the timer. You can even write an even more customisable timer by eliminating the hit_a: and replacing it with a second ball which hits the first with a state: 18 attack. Seriously. RE: Messing with negative fall/bdefend - Alblaka - 03-04-2010 (03-04-2010, 09:57 PM)JossuaDC Wrote: Why state: 3005? You need to use state: 3000 for the hit/hitting frames to work correctly. Hmmm, i though you meant i'm supposed to use a state 3005 (casually unbreakable), loosing hp on each hit and THEREFORE going to the end frames. @Deep thingy: But not because Deep deals more damage, but because Deep has a higher FALL/BDEFEND value... which doesn't matter for T3's I think, the problem is, you can only "count hits" or calculate injury-damage with the balls, but if you get hit by a stun move (besides of the baseball the regular LF II doesn't have such moves) which uses high-fall/bdefend hits without much damage, the defense wouldn't be working as it shoul. RE: Messing with negative fall/bdefend - JossuaDC - 03-04-2010 But you're looking for a stronger defend frame, right? Either way, I can't help you. Care to explain post ID #77314? How do you prevent the 'unstoppable' thing from happening (activating the negative fall/bdefend too much)? I love the defend-mp technique, by the way. Clever. Simple. |