In the meantime, here's a modified D^A data that should stop the crashing. I pushed it as much as I could. If it still crashes LF2 for you, you can reduce the "facing" from 30 to 20 or 0 in frame 244.
Main changes from the original R-LF2 data:
1) D^A performs slower, at the speed of original LF2 (wait: values)
2) D^A doesn't reach as high into the sky (dvy: -35 instead of -50), minimizing the time the objects stay in the game (but also reducing the range, but this move can pretty much hit anywhere already). They still go off-screen.
If you want to keep the speed where the D^A goes into the air, you can modify firzen_chasef itself to stop moving at a certain frame when it has already gone off-screen with dy: 550.
DC-Code:
<frame> 240 disaster pic: 83 state: 3 wait: 1 next: 241 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 60 wpoint: kind: 1 x: 44 y: 49 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 241 disaster pic: 84 state: 3 wait: 1 next: 242 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\018.wav wpoint: kind: 1 x: 44 y: 49 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 242 disaster pic: 85 state: 3 wait: 1 next: 243 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\019.wav wpoint: kind: 1 x: 44 y: 49 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 243 disaster pic: 86 state: 3 wait: 1 next: 244 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 38 y: 3 action: 70 dvx: 0 dvy: 0 oid: 221 facing: 1 opoint_end: wpoint: kind: 1 x: 44 y: 50 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 244 disaster pic: 87 state: 3 wait: 1 next: 245 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\020.wav opoint: kind: 1 x: 38 y: -9 action: 50 dvx: 0 dvy: -35 oid: 221 facing: 30 opoint_end: wpoint: kind: 1 x: 44 y: 49 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 245 disaster pic: 88 state: 3 wait: 1 next: 246 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 44 y: 49 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 246 disaster pic: 84 state: 3 wait: 2 next: 247 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 240 hit_d: 0 hit_j: 0 hit_Ua: 240 wpoint: kind: 1 x: 44 y: 49 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 247 disaster pic: 83 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 44 y: 49 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> |
Main changes from the original R-LF2 data:
1) D^A performs slower, at the speed of original LF2 (wait: values)
2) D^A doesn't reach as high into the sky (dvy: -35 instead of -50), minimizing the time the objects stay in the game (but also reducing the range, but this move can pretty much hit anywhere already). They still go off-screen.
If you want to keep the speed where the D^A goes into the air, you can modify firzen_chasef itself to stop moving at a certain frame when it has already gone off-screen with dy: 550.
DC-Code:
<frame> 50 start pic: 8 state: 3005 wait: 1 next: 51 dvx: 0 dvy: 0 dvz: 0 centerx: 17 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 20 y: 40 action: 70 dvx: 0 dvy: 0 oid: 219 facing: 0 opoint_end: <frame_end> <frame> 51 start pic: 9 state: 3005 wait: 1 next: 52 dvx: 0 dvy: 0 dvz: 0 centerx: 17 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 52 start pic: 10 state: 3005 wait: 1 next: 53 dvx: 0 dvy: 0 dvz: 0 centerx: 17 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 20 y: 40 action: 70 dvx: 0 dvy: 0 oid: 219 facing: 1 opoint_end: <frame_end> <frame> 53 start pic: 9 state: 3005 wait: 0 next: 54 dvx: 0 dvy: 0 dvz: 0 centerx: 17 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 54 start pic: 10 state: 3005 wait: 0 next: 55 dvx: 0 dvy: 0 dvz: 0 centerx: 17 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 20 y: 40 action: 70 dvx: 0 dvy: 0 oid: 219 facing: 0 opoint_end: <frame_end> <frame> 55 start pic: 11 state: 3005 wait: 0 next: 56 dvx: 0 dvy: 550 dvz: 0 centerx: 17 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 56 start pic: 10 state: 3005 wait: 0 next: 57 dvx: 0 dvy: 550 dvz: 0 centerx: 17 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 opoint: kind: 1 x: 20 y: 40 action: 70 dvx: 0 dvy: 0 oid: 219 facing: 1 opoint_end: <frame_end> <frame> 57 start pic: 11 state: 3005 wait: 0 next: 58 dvx: 0 dvy: 550 dvz: 0 centerx: 17 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 58 start pic: 11 state: 3005 wait: 0 next: 59 dvx: 0 dvy: 550 dvz: 0 centerx: 15 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\020.wav opoint: kind: 1 x: 17 y: 10 action: 70 dvx: 0 dvy: 0 oid: 221 facing: 1 opoint_end: <frame_end> <frame> 59 start pic: 50 state: 3005 wait: 2 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 15 centery: 25 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 9 <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.
Avatar styled by: prince_freeza