Okay, I just tested this problem myself. Firen's itrs don't seem to work properly, specifically his normal punch, picking weapons and run attack. This also happens even if I used normal Firen's data. However, when I used my modified data, the problem fixed itself. My first attempt to narrow down the problem is to remove the encryption symbols on the names, that didn't work.
The real suspect turns out to be Louis. His D>A DJA is bugged because he has too many itrs in those frames 321-327 - you should only ever have 5 itrs in the same frame or else the game would crash or have some weird effect. In this case, it causes Firen's punch to stop working.
In order to fix this bug, all you have to do is fix the ITRs in these frames. This is the code I used. It doesn't perfectly replicate the original data (in fact I nerfed the move a bit), but it should fix all the problems:
EDIT:
LF2 v2.0a is the only version that can use mirror sprites. Anything older (eg: 2.0, 1.9c, 1.9) won't accept mirror sprites
The real suspect turns out to be Louis. His D>A DJA is bugged because he has too many itrs in those frames 321-327 - you should only ever have 5 itrs in the same frame or else the game would crash or have some weird effect. In this case, it causes Firen's punch to stop working.
Problematic Louis Code (Click to View)
In order to fix this bug, all you have to do is fix the ITRs in these frames. This is the code I used. It doesn't perfectly replicate the original data (in fact I nerfed the move a bit), but it should fix all the problems:
DC-Code:
<frame> 321 ??? pic: 106 state: 3 wait: 0 next: 322 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0 mp: 2140 wpoint: kind: 1 x: 41 y: 47 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: -10000 w: 43 h: 62 bdy_end: <frame_end> <frame> 322 ??? pic: 106 state: 3 wait: 15 next: 323 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 329 sound: data\095.wav wpoint: kind: 1 x: 41 y: 47 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: -10000 w: 43 h: 62 bdy_end: <frame_end> <frame> 323 ??? pic: 107 state: 3 wait: 2 next: 324 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\055.wav wpoint: kind: 1 x: 33 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 0 x: 40 y: -500 w: 495 h: 600 dvx: 24 dvy: -35 fall: 70 vrest: 30 bdefend: 100 injury: 105 effect: 3 zwidth: 80 itr_end: itr: kind: 0 x: -455 y: -500 w: 495 h: 600 dvx: -24 dvy: -35 fall: 70 vrest: 30 bdefend: 100 injury: 105 effect: 3 zwidth: 80 itr_end: bdy: kind: 0 x: 21 y: -10000 w: 43 h: 62 bdy_end: <frame_end> <frame> 324 ??? pic: 108 state: 3 wait: 2 next: 325 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 32 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 0 x: 40 y: -500 w: 495 h: 600 dvx: 20 dvy: -30 fall: 70 vrest: 30 bdefend: 100 injury: 86 effect: 3 zwidth: 80 itr_end: itr: kind: 0 x: -455 y: -500 w: 495 h: 600 dvx: -20 dvy: -30 fall: 70 vrest: 30 bdefend: 100 injury: 86 effect: 3 zwidth: 80 itr_end: bdy: kind: 0 x: 21 y: -10000 w: 43 h: 62 bdy_end: <frame_end> <frame> 325 ??? pic: 109 state: 3 wait: 2 next: 326 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 0 x: 40 y: -500 w: 495 h: 600 dvx: 16 dvy: -25 fall: 70 vrest: 30 bdefend: 100 injury: 86 effect: 3 zwidth: 80 itr_end: itr: kind: 0 x: -455 y: -500 w: 495 h: 600 dvx: -16 dvy: -25 fall: 70 vrest: 30 bdefend: 100 injury: 86 effect: 3 zwidth: 80 itr_end: bdy: kind: 0 x: 21 y: -10000 w: 43 h: 62 bdy_end: <frame_end> <frame> 326 ??? pic: 119 state: 3 wait: 2 next: 327 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 49 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: -10000 w: 43 h: 62 bdy_end: <frame_end> <frame> 327 ??? pic: 129 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 34 y: 47 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: -10000 w: 43 h: 62 bdy_end: <frame_end> |
EDIT:
LF2 v2.0a is the only version that can use mirror sprites. Anything older (eg: 2.0, 1.9c, 1.9) won't accept mirror sprites
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
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