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Messing with negative fall/bdefend
#11
There once was a character that was able to Absorb damage he got dealt...
dunno from who i think it was yinyin with someone else... (not the user)

Can't we use the same way to calculate the Fall etc the attack will do?


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#12
my otto maplestory character had something a little along the lines of the defence
it had a skill called 'bulk up'. just a buff that when used, gives the character more fall points or whatever it was. so he could last a little longer.
i think i used a t3 object with the self hit state 18 thingy to get it working.
well....everytime a character starts or gets up from lying, they start off with 70 fall points. its based off the fact that every itr that normal lf2 characters have that are a 1 hit knock down have fall: 70.
im not sure about the bdefend though.
that reminds me of something that i feel like testing right now.........
~its been a long time coming~
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#13
I missed something here, you should use a effect -1 for it. Works smoothly. Search for the timestop method by zxcv, in advanced DCing I think?
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#14
Quote: effect -1
effect -1?
It exists?
I think you mean fall: -1
About topic
yeah recently discovered this when trying to figure out why a character was more "tank" if he was hit by time slow down
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#15
fall: 0 bdefend: -x
dont make the bdefend too low - for a single hit something like -20 should be enough
thatll strengthen all your state 7 frames (or armour) for a limited time (it slowly decreases back to the standard for the characters id)
(effect 5 to make it 'invisible' - the shaking will stay tho, thats cool anyway)

edit: also use state 18, wait 1 and next 1000 within that self hitting frame + opoint it directly (not going to it with a next, that would create smoke)
and make sure it can only hit your character
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#16
(03-05-2010, 09:44 AM)YinYin Wrote:  fall: 0 bdefend: -x
dont make the bdefend too low - for a single hit something like -20 should be enough
thatll strengthen all your state 7 frames (or armour) for a limited time (it slowly decreases back to the standard for the characters id)
(effect 5 to make it 'invisible' - the shaking will stay tho, thats cool anyway)

edit: also use state 18, wait 1 and next 1000 within that self hitting frame + opoint it directly (not going to it with a next, that would create smoke)
and make sure it can only hit your character

That's actually EXACTLY what i thought of and tried... But it doesn't work, the char always goes to broken defense after one single hit.
I guess this is somehow referred to: Shaking T0's (just after getting hit) go ALWAYS to broken defense when they get hit a 2nd time while shaking/short time after... Noted that bug/effect a couple of times, mainly with timestop effects (low bdefend, but hitting chars multiple times in a row, after the 2nd hit they always went to broken defence).
But may that's not the cause, since i increased the defense frame length to 30 (so enough time for the shaking to stop) and it still didn't work properly.

(03-04-2010, 10:15 PM)JossuaDC Wrote:  But you're looking for a stronger defend frame, right?
Either way, I can't help you.

Care to explain post ID #77314?
How do you prevent the 'unstoppable' thing from happening (activating the negative fall/bdefend too much)?
I love the defend-mp technique, by the way. Clever. Simple.

Defend frames length: 16 frames
Broken Defense frames length: 2 frames (same sprites as defend, but actually without state: 7), then goes back to defend

In effect punching the chars defence down will give you a 2 frame timezone to effectively hurt the character (and sent him to injured > ending defence), but most punches need 3-4 frames each. So you need either 2 chars punching or a special attack (like timestop) which hits the char many times in a row.

(03-05-2010, 09:18 AM)Darkangel Wrote:  
Quote: effect -1
effect -1?
It exists?

Nope... But whenever you note a random, not-existing value for effect it will use effect: 5 (LINK). That's actually just what i used anyways XD
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Greetz,
Alblaka
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#17
(03-05-2010, 11:23 AM)Alblaka Wrote:  That's actually EXACTLY what i thought of and tried... But it doesn't work, the char always goes to broken defense after one single hit.
I guess this is somehow referred to: Shaking T0's (just after getting hit) go ALWAYS to broken defense when they get hit a 2nd time while shaking/short time after... Noted that bug/effect a couple of times, mainly with timestop effects (low bdefend, but hitting chars multiple times in a row, after the 2nd hit they always went to broken defence).
But may that's not the cause, since i increased the defense frame length to 30 (so enough time for the shaking to stop) and it still didn't work properly.
cant help you much further then because it works for me
im not using it directly in the defense frame tho

maybe you could try to have it as a seperate move or action after being hit
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#18
The only way i could think of a general defense boost would be a auto-spawn of the bdefend-increasing T3 in the main frames... but it would look quite sucky if the char would just get hit all over the time.

Guess i will keep my defense thingy then...
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#19
try this

a character with hit_d: 350 in standing and walking frames
    DC-Code:
<frame> 350 defend
 state: 7 wait: 0 next: 351
...
<frame_end>
 
<frame> 351 defend
 state: 7 wait: 1 next: 110
   opoint:
      kind: 1  x: 41  y: 79  action: 55  facing: 11
   opoint_end:
   bdy:
      kind: 0  x: 38  y: 10850  w: 6  h: 80
   bdy_end:
...
<frame_end>
 
<frame> 110 defend
 state: 7 wait: 11 next: 999 ...
the corresponding object
    DC-Code:
<frame> 55
   pic: 999  state: 18  wait: 1  next: 1000  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 38  y: 10850  w: 6  h: 80 dvx: 0 fall: 0 arest: 15  bdefend: -20  injury: 0 effect: 5
   itr_end:
<frame_end>



you can put the bdy and opoint directly into frame 110 without the hit_d start - thatll make your character go into a shaking stance once he gets hit
you will only get out of defending if you turn around, pretty funny
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#20
Uhm... doesn't the defense frames begin with frame 110? How he is supposed to reach frame 350 then?
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