Dixon would you do all of us a favour and post the link to those gifs instead of posting them directly here.Those gifs load even when I you don't open the spoiler .They slow down the firefox/ie & its really irritating.
Not all of us have good connection or have enough pc memory to handle those gifs &it really slow down my pc when I have other stuff running. Even when I open this window alone its slow down the firefox .
I have other thing to say you may not like to hear:
Also you should learn some data changing inorder to understand those things better.Some of the things you post here are not bug at all and you decided its is a bug.
I'm sorry if I annoyed you.
You are all welcome to correct me if I'm wrong.
Not all of us have good connection or have enough pc memory to handle those gifs &it really slow down my pc when I have other stuff running. Even when I open this window alone its slow down the firefox .
I have other thing to say you may not like to hear:
bug 3# Its a feature cool not a bug.Some characters have the input keys like davis d^a in running frames.He still has his motion from running while performing one of his skills .This make the character to slide a bit while performing the attack as we saw in the gif.the same goes for the other we saw in the gif.
bug 5# .Its not bug since all types(objects) beside t0(characters) disappear when their center x(sames goes for center y) levae the borders of the background.If marti&Starsky ment to fix that while holding a weapon you could consider this a bug.
bug 11# Its the freeze id.All his hits(itrs 0 & 4(works only from throw_lying_man ))
Not really a bug.
bug 15# is just due to bdefend .Its has noting to do with julian ball itself. Just go to the punching frames and change the bdefend to 100 and you will be able to destroy weapons with a single punch.
bug 29# not a bug.
Look at spoiler Itr = hit there no injury value there so it not a bug.
bug 31# is not even close to being weird or a bug.Its just that his hit(itr) miss that character.What I'm saying that davis wasn't in frame with hit (itr0) when was where character stand that all.
33# That is the vrest lag.We could know if its bug or not if marti intended to have as feature or not.Mh-razen can ask marti about it.
bug 43# is just jump backward.I don't what so special about it .You just pressed jump and <> and you didn't change direction.Tell whats the different between this and normal jump backward.to me
that thing is just jump backward .
bug 49# That not bug like stm1993 said.Its appear to that starky&marti forgot to remove. Nothing more to add to that.I still think you should delete that one.
bug 51# is not a bug or weird.Its simply a hit(itk0) with wide coordinates.
bug 52# I'm not sure but I don't think its bug but rather its you having bad timing .In order to do this perfectly you must have the same keys or make them go to same frame by dcing them with ik8(something that will cause those to react and attack at same time).
Note: yes I saw the other characters doing the same move with ranges attacks.
bug 54# Not a bug but a feature . You just made him stop before he get to spawn(opointing) the fire. State: 19 allow you to quit using the arrows.So you quit before reaching frame 257 with the opointing(spawning) fire.I guess I'm wrong a bit.It mp also prevent firen from going to frame 257.That also feature.
bug 57#not really a bug more like a feature for those states : state: 0(standing)/1(wallking)/2(running)/7(defend) are in those frames you mention.They check the hp apparently .If HP =0 >>the characters goes to falling frames(180-191) --> & from here to lying frames(230/231).
bug 58#
Not bug at all.
bug 59# again not bug but you just hit their bdoy while they defending instead of hiting the(the thing that deflect balls )ik0 effect: 4
bug 61# I think(but I'm not sure) its something to do with ids since I cant find mp tags other then those that normal use (frame 65/60/80/81) .I think the dj mp lose is something to do with thier ids.I cant find hit_d that lead to frame with mp tag to the other possibility is the id.
bug 5# .Its not bug since all types(objects) beside t0(characters) disappear when their center x(sames goes for center y) levae the borders of the background.If marti&Starsky ment to fix that while holding a weapon you could consider this a bug.
bug 11# Its the freeze id.All his hits(itrs 0 & 4(works only from throw_lying_man ))
Not really a bug.
bug 15# is just due to bdefend .Its has noting to do with julian ball itself. Just go to the punching frames and change the bdefend to 100 and you will be able to destroy weapons with a single punch.
bug 29# not a bug.
Look at spoiler Itr = hit there no injury value there so it not a bug.
Code:
Henry arrow
<frame> 70 just_on_ground
pic: 7 state: 1003 wait: 0 next: 71 dvx: 0 dvy: 0 centerx: 24 centery: 40
sound: data\025.wav
itr:
kind: 0 x: 1 y: 19 w: 46 h: 15 dvx: 2 fall: 40 bdefend: 16 arest: 16
itr_end:
<frame_end>
<frame> 71 just_on_on_ground
pic: 7 state: 9998 wait: 2 next: 72 dvx: 0 dvy: 0 centerx: 24 centery: 36
itr:
kind: 0 x: 1 y: 19 w: 46 h: 15 dvx: 2 fall: 40 bdefend: 16 arest: 16
itr_end:
<frame_end>
<frame> 72 just_on_on_ground
pic: 3 state: 1003 wait: 2 next: 64 dvx: 0 dvy: 0 centerx: 24 centery: 34
itr:
kind: 0 x: 1 y: 19 w: 46 h: 15 dvx: 2 fall: 40 bdefend: 16 arest: 16
itr_end:
<frame_end>
Code:
Rudolf weapon
<frame> 70 just_on_ground
pic: 1 state: 1003 wait: 0 next: 71 dvx: 0 dvy: 0 centerx: 24 centery: 40
sound: data\026.wav
itr:
kind: 0 x: 1 y: 19 w: 46 h: 15 dvx: 2 fall: 40 bdefend: 16 arest: 16
itr_end:
<frame_end>
<frame> 71 just_on_on_ground
pic: 2 state: 9998 wait: 2 next: 72 dvx: 0 dvy: 0 centerx: 24 centery: 36
itr:
kind: 0 x: 1 y: 19 w: 46 h: 15 dvx: 2 fall: 40 bdefend: 16 arest: 16
itr_end:
<frame_end>
<frame> 72 just_on_on_ground
pic: 3 state: 1003 wait: 2 next: 64 dvx: 0 dvy: 0 centerx: 24 centery: 34
itr:
kind: 0 x: 1 y: 19 w: 46 h: 15 dvx: 2 fall: 40 bdefend: 16 arest: 16
itr_end:
<frame_end>
<frame> 64 on_ground
pic: 0 state: 9998 wait: 0 next: 0 dvx: 0 dvy: 0 centerx: 24 centery: 29
bdy:
kind: 0 x: 1 y: 19 w: 46 h: 15
bdy_end:
<frame_end>
33# That is the vrest lag.We could know if its bug or not if marti intended to have as feature or not.Mh-razen can ask marti about it.
bug 43# is just jump backward.I don't what so special about it .You just pressed jump and <> and you didn't change direction.Tell whats the different between this and normal jump backward.to me
that thing is just jump backward .
bug 49# That not bug like stm1993 said.Its appear to that starky&marti forgot to remove. Nothing more to add to that.I still think you should delete that one.
bug 51# is not a bug or weird.Its simply a hit(itk0) with wide coordinates.
bug 52# I'm not sure but I don't think its bug but rather its you having bad timing .In order to do this perfectly you must have the same keys or make them go to same frame by dcing them with ik8(something that will cause those to react and attack at same time).
Note: yes I saw the other characters doing the same move with ranges attacks.
bug 54# Not a bug but a feature . You just made him stop before he get to spawn(opointing) the fire. State: 19 allow you to quit using the arrows.So you quit before reaching frame 257 with the opointing(spawning) fire.I guess I'm wrong a bit.It mp also prevent firen from going to frame 257.That also feature.
Code:
<frame> 255 burn_run
pic: 163 state: 19 wait: 2 next: 256 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 75
sound: data\003.wav
wpoint:
kind: 1 x: 59 y: 39 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 17 y: 15 w: 41 h: 62
bdy_end:
<frame_end>
<frame> 256 burn_run
pic: 164 state: 19 wait: 2 next: 257 dvx: 10 dvy: 0 dvz: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\070.wav
wpoint:
kind: 1 x: 42 y: 49 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 30 y: 16 w: 31 h: 62
bdy_end:
<frame_end>
<frame> 257 burn_run
pic: 165 state: 19 wait: 2 next: 261 dvx: 10 dvy: 0 dvz: 0 centerx: 32 centery: 79 hit_a: 0 hit_d: 218 hit_j: 218 mp: -10
sound: data\004.wav
opoint: <-----
kind: 1 x: 18 y: 81 action: 50 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end: <-----
wpoint:
kind: 1 x: 18 y: 49 weaponact: 25 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 11 w: 49 h: 70 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 18 y: 14 w: 43 h: 65
bdy_end:
<frame_end>
bug 58#
Not bug at all.
Code:
<frame> 60 punch
pic: 10 state: 3 wait: 3 next: 61 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 15 <---
itr:
kind: 2 x: 21 y: 57 w: 37 h: 24 vrest: 1 <--- This pickup the weapon dixon.
itr_end:
bdy:
kind: 0 x: 23 y: 15 w: 31 h: 63
bdy_end:
<frame_end>
<frame> 65 punch
pic: 10 state: 3 wait: 3 next: 61 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 15 <---
itr:
kind: 2 x: 21 y: 57 w: 37 h: 24 vrest: 1 <--- This pickup the weapon dixon.
itr_end:
bdy:
kind: 0 x: 22 y: 18 w: 32 h: 60
bdy_end:
<frame_end>
bug 61# I think(but I'm not sure) its something to do with ids since I cant find mp tags other then those that normal use (frame 65/60/80/81) .I think the dj mp lose is something to do with thier ids.I cant find hit_d that lead to frame with mp tag to the other possibility is the id.
I'm sorry if I annoyed you.
You are all welcome to correct me if I'm wrong.