I've been trying to make a quick fix for Julian's mirror image, but came into a problem related to z-axis and opointing.
When DJA is used, Julian will op julian_ball2 act 240. It'd then op Julian again act 237, which would then op Julian act 239. And then it'd opoint ball act 249 when the image fades away. I used this to fix the mirror image with Rudolf transform exploit, as well as prevent the image from showing up at 500hp for an extended period of time.
Unfortunately, with so much opointing being done, the mirror image would spawn lower and lower on the z-axis, thus ruining the deception. What I tried to do is to make the ball move upward on the z-axis to correct itself, but it doesn't work no matter what hit_j value I use.
No, simply using centery / opointing a higher y or using an ik8 shadow won't work because Com will give it away and I intend to keep it there since I'm not attempting a full mod, plus the shadow only works if backgrounds use the same shadow.
I remember this problem existed long ago, but has there been any new method to solve it?
Code below.
Julian
Julian Ball 2
When DJA is used, Julian will op julian_ball2 act 240. It'd then op Julian again act 237, which would then op Julian act 239. And then it'd opoint ball act 249 when the image fades away. I used this to fix the mirror image with Rudolf transform exploit, as well as prevent the image from showing up at 500hp for an extended period of time.
Unfortunately, with so much opointing being done, the mirror image would spawn lower and lower on the z-axis, thus ruining the deception. What I tried to do is to make the ball move upward on the z-axis to correct itself, but it doesn't work no matter what hit_j value I use.
No, simply using centery / opointing a higher y or using an ik8 shadow won't work because Com will give it away and I intend to keep it there since I'm not attempting a full mod, plus the shadow only works if backgrounds use the same shadow.
I remember this problem existed long ago, but has there been any new method to solve it?
Code below.
Julian
DC-Code:
<frame> 103 rowing pic: 49 state: 6 wait: 10 next: 104 dvx: 10 dvy: 0 dvz: 3 centerx: 34 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 39 y: 99 action: 240 dvx: 0 dvy: 0 oid: 229 facing: 0 opoint_end: wpoint: kind: 1 x: 28 y: 60 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: <frame_end> <frame> 237 shadow pic: 78 state: 15 wait: 0 next: 238 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 238 shadow pic: 999 state: 3005 wait: 0 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 41 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 41 y: 99 action: 240 dvx: 0 dvy: 0 oid: 52 facing: 0 opoint_end: <frame_end> <frame> 239 shadow pic: 999 state: 3005 wait: 0 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 41 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 41 y: 99 action: 249 dvx: 0 dvy: 0 oid: 229 facing: 0 opoint_end: <frame_end> <frame> 240 shadow pic: 78 state: 15 wait: 22 next: 241 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 241 shadow pic: 80 state: 15 wait: 2 next: 242 dvx: 550 dvy: 550 dvz: 550 centerx: 41 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 242 shadow pic: 79 state: 15 wait: 2 next: 243 dvx: 550 dvy: 550 dvz: 550 centerx: 42 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 243 shadow pic: 80 state: 15 wait: 2 next: 244 dvx: 550 dvy: 550 dvz: 550 centerx: 40 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 244 shadow pic: 78 state: 15 wait: 2 next: 245 dvx: 550 dvy: 550 dvz: 550 centerx: 37 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 245 shadow pic: 81 state: 15 wait: 2 next: 246 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 246 shadow pic: 82 state: 15 wait: 2 next: 247 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 247 shadow pic: 81 state: 15 wait: 2 next: 248 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 248 shadow pic: 78 state: 15 wait: 2 next: 239 dvx: 550 dvy: 550 dvz: 550 centerx: 36 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> |
Julian Ball 2
DC-Code:
<frame> 239 shadow pic: 999 state: 3005 wait: 0 next: 1000 dvx: 550 dvy: 550 dvz: 0 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 45 opoint: kind: 1 x: 39 y: 99 action: 237 dvx: 0 dvy: 0 oid: 52 facing: 0 opoint_end: <frame_end> <frame> 240 shadow pic: 45 state: 3006 wait: 0 next: 239 dvx: 550 dvy: 550 dvz: 0 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 45 <frame_end> <frame> 249 shadow pic: 37 state: 3005 wait: 2 next: 250 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 250 shadow pic: 38 state: 3005 wait: 2 next: 251 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 251 shadow pic: 39 state: 3005 wait: 2 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 99 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> |
~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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