(04-18-2015, 04:19 PM)Gad Wrote: maybe just add body in the air (y:-7990080), so only the ball itself can touch it?Ball states such as 3000/3005/3006 will always go into hit/hitting as long as any of the itrs the ball have come into contact with a bdy. This is why I made the super hadouken a non-ball state like 15; it would be able to go on indefinitely, but the cost is that it also loses the ability to go into hitting frames or their equivalent entirely and thus I cannot use this method.
On hindsight, I suppose I could have considered having the ball be state 3006 but constantly opoint other 3005 balls to act as the itr at the cost of slightly erratic hitbox, which is what I already did to allow the ball to destroy 3005/3006 projectiles. I suppose I could have also simply added a bdy on the ball so that they'd at least acknowledge each others' existence instead of passing by without incidence. I may be able to use a different type instead of type 3 in the data.txt, perhaps type 5 and take advantage of the injury frames, but I'm wary of experimenting with that type. Most importantly, I want to keep the number of IDs low (IMO, 3 for one character is already a lot), but I cannot reuse the same ID as I cannot justify a large soul bomb projectile going into the same hitting frames as a tiny energy ball; it simply won't look right.
Do you still want me to add collision between level 3 hadoukens? I can do it, its just a matter of whether it is worth the effort. Ah, its already uploaded onto LFE's mainsite as a download. Gonna experiment with something.
~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Steiner v3.00 (outdated), Challenge Stage v1.51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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