Not yet, because I do not know what I can do to make this completely bug free or if it is an inevitable trade-off that I can only minimize with clever positioning. Namely,
1) If someone jumped next to an injured/falling/frozen Dennis, he would get hit by the hidden itr. I could clone frame 212 jump state just like double-jump characters to minimize that, but the bug is still there. It doesn't help that I need 2 itrs, because of the position of the vicitm's body in the first frame of throw_lying_man.
2) If you hold down A during jump state, you'd immediately jump attack. That would aggravate the above problem since I need to add yet another hidden bdy.
3) What if I were hit by a ridiculously high dvx/dvy attack? I could easily test this though, but still a valid concern because it could screw up the itr/bdy interaction if I made them super precise with no margin of error.
Simply removing bdy would be an easy way out to all of this, but I don't want to do that. From what I've read, I also can't have hurt/falling frames work with cpoint. That's why I'm stuck.
I'll find some time to test out idea 1 anyway, will post again when I get it working.
EDIT:
Testing DC Code tag.
1) If someone jumped next to an injured/falling/frozen Dennis, he would get hit by the hidden itr. I could clone frame 212 jump state just like double-jump characters to minimize that, but the bug is still there. It doesn't help that I need 2 itrs, because of the position of the vicitm's body in the first frame of throw_lying_man.
2) If you hold down A during jump state, you'd immediately jump attack. That would aggravate the above problem since I need to add yet another hidden bdy.
3) What if I were hit by a ridiculously high dvx/dvy attack? I could easily test this though, but still a valid concern because it could screw up the itr/bdy interaction if I made them super precise with no margin of error.
Simply removing bdy would be an easy way out to all of this, but I don't want to do that. From what I've read, I also can't have hurt/falling frames work with cpoint. That's why I'm stuck.
I'll find some time to test out idea 1 anyway, will post again when I get it working.
EDIT:
Testing DC Code tag.
DC-Code:
<frame> 279 c_foot_catch pic: 312 state: 3 wait: 1 next: 283 dvx: 1 dvy: 0 dvz: 0 centerx: 30 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 37 y: 35 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 0 x: 72 y: 5 w: 18 h: 73 dvx: 2 fall: 70 vrest: 7 bdefend: 16 injury: 45 effect: 4 itr_end: itr: kind: 0 x: 20 y: 13 w: 64 h: 58 dvx: 13 fall: 70 vrest: 7 bdefend: 32 injury: 70 itr_end: bdy: kind: 0 x: 13 y: 3 w: 41 h: 37 bdy_end: <frame_end> |
Code:
test
~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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