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About Falling and CPoint - 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: About Falling and CPoint (/showthread.php?tid=6200) Pages:
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About Falling and CPoint - NocturneSama - 03-12-2011 Two Questions: First Question (Click to View) Second Question (Click to View) RE: About Falling and CPoint - TheNave - 03-12-2011 Answer 1: fall: -1 Answer 2: try state 15 instead of 9, might mess some other stuff up aswell though RE: About Falling and CPoint - NocturneSama - 03-12-2011 About Answer 1: I'm already using it, the problem is that it won't lead the hitted char to injured/falling frames, and i want it; i just don't want to make them acquire a "damaged invulnerability" after four hits. About Answer 2: I'm needing to use state 18 in this specific case >.< RE: About Falling and CPoint - TheNave - 03-12-2011 You might actually try fall: 70 then, should have a similar effect and, well, the c-point stuff in lf2 sucks anyways, you can try opointing an invisible ball, which catchs the character and then moves him to your char and yours will re-catch the enemy again and that's about it RE: About Falling and CPoint - bashscrazy - 03-12-2011 First hit should be fall: 60 (dance of pain) then all the otehrs should be fall: -1 then the final make it like fall: 70 or higher or something. RE: About Falling and CPoint - NocturneSama - 03-12-2011 @TheNave: Already tried, the enemy takes only 4 hits and after them it gets this bizarre immunity and fall. In NTSD 2.4, the fuuton rasen shuriken deals lots of hits before throwing the enemies away. How it was made? @bashscrazy: the problem with your solution is that this move should hit more than one enemy, and only this "first" enemy would go to the dance of pain frames; any others will stuck in their current frames until the last frame of the ball. RE: About Falling and CPoint - bashscrazy - 03-12-2011 Well how does DAVIS do it? looks like 2 itr kinds one with fall 70 and one with fall 1 in the same frame at some points RE: About Falling and CPoint - NocturneSama - 03-12-2011 Strange, never noticed it before. Gonna try ASAP. Edit: Dude, it totally worked!!! Thanks AND +REP to you! Edit2: Ideas about the "grab and snap" problem? RE: About Falling and CPoint - TheNave - 03-12-2011 (03-12-2011, 05:20 PM)NocturneSama Wrote: @TheNave: Already tried, the enemy takes only 4 hits and after them it gets this bizarre immunity and fall. In NTSD 2.4, the fuuton rasen shuriken deals lots of hits before throwing the enemies away. How it was made? (03-12-2011, 05:15 PM)TheNave Wrote: fall: 70 don't say you tried it without trying, it works, an itr with fall great/equal 70 can and will hit chars in falling frames aswell, if the v/arest is used correctly ofc RE: About Falling and CPoint - NocturneSama - 03-12-2011 I've tried only the Fall: bigger then or equal to 70, not the extra itr with fall: 1. I was using two separated itr's, to deal the damage and shake the enemy inside the vortex, both of them with fall 70 vrest: 3 and after the 4 hits, the char got the immunity. But now i've added a bigger itr, which contains the others two inside, with fall 1 and vrest 1 and worked. |