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Catch bug (is this new?)
#1
The knight could immediately catch me after only getting hit once by Julian's projectile Evil
http://www.youtube.com/watch?v=umeyiZtgZEI
there it is...

Is this new? I've never seen this bug before, lol, and it was annoying :D . Maybe someone know some mechanics of it? I don't have any idea what can cause it to happen, but maybe there's something to do about that Knight catching me right after I got hit.

EDIT:
ah... the pic didn't work.. I removed it. I'll reupload and put it here once it's done.

OK I have put the youtube link or here it is: http://www.youtube.com/watch?v=umeyiZtgZEI
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#2
(03-27-2012, 07:42 AM)Kevin Wrote:  The knight could immediately catch me after only getting hit once by Julian's projectile Evil
http://www.youtube.com/watch?v=umeyiZtgZEI
there it is...

Is this new? I've never seen this bug before, lol, and it was annoying :D . Maybe someone know some mechanics of it? I don't have any idea what can cause it to happen, but maybe there's something to do about that Knight catching me right after I got hit.

EDIT:
ah... the pic didn't work.. I removed it. I'll reupload and put it here once it's done.

OK I have put the youtube link or here it is: http://www.youtube.com/watch?v=umeyiZtgZEI
Do you know what you mean when you say bug.Bug is something unpossible.This possible!!!!Someone can catch and other man can punch you or kick you.Think before posting.!!!!! :)
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#3
(03-27-2012, 12:50 PM)Marko pro Wrote:  Think before posting.!!!!! :)

have you watched the video before posting?

julians skull blast should not be able to put one into the dance of pain with just one hit - thus you should not be catchable when hit just once
but this is what happened there
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#4
Oh, I found out something that may cause this.. maybe this is not bug after all?
    DC-Code:
<frame> 55 flying
   pic: 9  state: 3000  wait: 01  next: 50  dvx: 0  dvy: 0  dvz: 0  centerx: 31  centery: 41  hit_a: 14  hit_d: 5  hit_j: 0 hit_Fa: 14
   itr:
      kind: 0  x: 10  y: 19  w: 56  h: 51  dvx: 16  fall: 60  vrest: 10  bdefend: 16  injury: 45
   itr_end:
   bdy:
      kind: 0  x: 10  y: 19  w: 56  h: 51
   bdy_end:
<frame_end>


That is frame 55 in julian_ball.dat
It is strange. In every other frames, fall: 20, but in this only frame, fall: 60, which causes DoP in 1 hit.


I am not a good data-changer so I don't understand how chase balls work in the dat file :P . I don't know what next: 999 means in frame 5 , so I don't know either how the projectile can even enter frame 55. However, frames 50-55 is a cycle (it goes frame 50 then 51 then 52 ... to 55 and then go back to 50).

One more important thing about frame 55 is that it deals 45 damage instead of 40 damage (which all other frames do). By seeing the video, we can be sure that the projectile hit me in frame 55, as it does 45 damage instead of 40.

If that is so, then this 'bug' is implemented deliberately in the projectile's data, and so it is not a 'bug' :P . But, do anyone know when the projectile will enter the cycle in frames 50-55 ? Is it right when it hits 'next: 999' ? If the projectile cycles in frames 50-55 then everytime you get hit you have 1/6 chance of being into DoP in 1 hit or falling down before 4 hits, which I am sure doesn't happen as often, so I really want to know when the projectile enters that cycle :) .
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#5
the hit_Fa: 14 creates a special chase cycle
i think the sequence is noted on the main site
other than that you can simply watch the image sequence in game closely and compare with the frames to know when it gets there

is that itr present at any other point in julians blast data? or maybe in another file that might have been the base for this?
because i wonder whether this is a mistake (like rudolfs D>J from flipping one direction imo) or intended

edit: if it goes back and forth like the walking cycle it is much less than 1/6
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#6
Ohh.. in that case, my laziness is stronger than my will to find out how it works :P .
Btw I found another interesting bug that may be caused by frame 55.
It is, when I was falling, another ghost can still hit me.
I'm only guessing here: only attacks with high 'fall' value will be able to hit falling targets. Do I guess correctly? I can't find any attack with low fall that can hit falling enemies and vice versa so I guess this ^^ .
If that's right, then, again, this bug is caused by frame 55 which has fall: 60.
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#7
yes only high fall value itrs can hit falling characters
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#8
(03-27-2012, 03:22 PM)Kevin Wrote:  I'm only guessing here: only attacks with high 'fall' value will be able to hit falling targets. Do I guess correctly? I can't find any attack with low fall that can hit falling enemies and vice versa so I guess this ^^ .If that's right, then, again, this bug is caused by frame 55 which has fall: 60.

That's right, attacks which have a fall of at least 60 also hit falling enemies. I did notice that sometimes a skull was able to hit me after I was big banged by Julian, and never understood it either, but I guess that's the solution...
Quote of the Day f***ing Year (Click to View)
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#9
I saw that YinYin.In real life LF2 is impossible.Why that is bug, i cant found any problem here.Yeah, DC-ing telling other but its better like this!!!! Somethings new. :)
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