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
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:
DC-Code:
<frame> 182 falling pic: 32 state: 12 wait: 0 next: 184 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 38 y: 43 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 4 x: 13 y: 18 w: 46 h: 26 dvx: 2 fall: 70 vrest: 20 bdefend: 10 injury: 30 itr_end: bdy: kind: 0 x: 27 y: 22 w: 20 h: 18 bdy_end: <frame_end> ... <frame> 184 falling pic: 32 state: 12 wait: 3 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 203 wpoint: kind: 1 x: 38 y: 43 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 4 x: 13 y: 18 w: 46 h: 26 dvx: 2 fall: 70 vrest: 20 bdefend: 10 injury: 30 itr_end: bdy: kind: 0 x: 27 y: 22 w: 20 h: 18 bdy_end: <frame_end> ... <frame> 188 falling pic: 42 state: 12 wait: 0 next: 190 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 29 y: 35 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 4 x: 14 y: 29 w: 58 h: 23 dvx: 2 fall: 70 vrest: 20 bdefend: 10 injury: 30 itr_end: bdy: kind: 0 x: 30 y: 31 w: 24 h: 21 bdy_end: <frame_end> ... <frame> 190 falling pic: 42 state: 12 wait: 3 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 203 wpoint: kind: 1 x: 29 y: 35 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 4 x: 14 y: 29 w: 58 h: 23 dvx: 2 fall: 70 vrest: 20 bdefend: 10 injury: 30 itr_end: bdy: kind: 0 x: 30 y: 31 w: 24 h: 21 bdy_end: <frame_end> ... <frame> 202 ice pic: 105 state: 15 wait: 1 next: 184 dvx: -4 dvy: -3 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 18 y: 44 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 8 y: 6 w: 67 h: 73 bdy_end: <frame_end> |
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
~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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