10-12-2012, 11:24 PM
Basic idea:
Take a random characters D>A attack (or Firzen's D>J Beam) and add a spam-able A-button. Pressing A will link back to the frame BEFORE the opoint (since you cant directly link into the opoint without disabling it), causing another 'projectile' to be spawned.
The person hitting A more often will spam more projectiles = potentially win.
However, as mentioned, you could as well spam A without actually clashing. To resolve this, you would need to edit all projectiles which are meant to be 'clashable':
If an object A is hit and destroyed, it will spawn a special body (short-lived invulnerably/invisible T0 object with a bdy at a specific unreachable Y-coordinate). The object B (which hit A), can (if modded) react to that body and create a 'response' (another T0 body), whilst attaching itself to it's creator (ID-based, special bodys in the characters D > A frames) and trigger (either via spawning a special body / 'catching') the character to go into a special 'Clashing D>A'. Same with Object A when it recognizes the response.
This will ensure clashes only happen when 2 clashable attacks collide. It's somewhat complex, slightly buggy and only applyable to unique characters, though.
Take a random characters D>A attack (or Firzen's D>J Beam) and add a spam-able A-button. Pressing A will link back to the frame BEFORE the opoint (since you cant directly link into the opoint without disabling it), causing another 'projectile' to be spawned.
The person hitting A more often will spam more projectiles = potentially win.
However, as mentioned, you could as well spam A without actually clashing. To resolve this, you would need to edit all projectiles which are meant to be 'clashable':
If an object A is hit and destroyed, it will spawn a special body (short-lived invulnerably/invisible T0 object with a bdy at a specific unreachable Y-coordinate). The object B (which hit A), can (if modded) react to that body and create a 'response' (another T0 body), whilst attaching itself to it's creator (ID-based, special bodys in the characters D > A frames) and trigger (either via spawning a special body / 'catching') the character to go into a special 'Clashing D>A'. Same with Object A when it recognizes the response.
This will ensure clashes only happen when 2 clashable attacks collide. It's somewhat complex, slightly buggy and only applyable to unique characters, though.
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