Please keep this to one thread.
Copy and paste the itr. Now you will have two identical itrs. Change the first one to have bdefend 62 and effect 4.
There is one other DC armor method you can consider which I don't consider a fix because it completely changes the way Julio's armor takes damage.
Make Julio's armor have a different bdy so that it cannot be hit by normal means. Give or use whatever hidden bdy Julio himself has.
Also make Julio's armor constantly opoint a hit detector. Better to just opoint ONE hit detector and make it follow Julio around with itr kind 8 vrest200 hitting the hidden bdy. Probably a type 5 would be best.
What would happen is that whenever the type 5 takes damage, it will go into the same injury frames (220, 222, 224, 226, 180, 186). It can be hit by fire/ice, but it doesn't go to 203/200.
In those injury frames, you can put an itr that can hit only Julio's armor.
You don't have to worry about the armor changing teams because its being hit by a type 5 that belongs to your own team, and you don't have to worry about burning_smoke from using state 18 to make it hit the armor because the armor is a weapon that can be hit by "allies".
The main downside to this solution is that attacks would have strictly only up to 6 possible damage values(generally just 4 because 222/224 & 180/186 are just getting hit in the opposite direction) instead of having the damage directly match the attack that is hitting Julio. But I think this is still an acceptable tradeoff. The other thing is that type 5 can get hit by itr effect 4. The only alternative to type 5 is type 0, but that would leave an ugly "Com".
The reason why I'd suggest opointing one type 5 to follow you around instead of constantly opointing a type 5 is so that you don't get hit by the same vrest attack multiple times in a row. This does mean a few things:
1) You'll need an additional itr kind 8 & hidden bdy to detect whether Julio is jumping, and fake the hit detection since there is no way to follow on the y-axis.
2) You'll have to use dvx550 dvy550 dvz550 to make sure the detector doesn't get pushed away.
3) Having more than 1 Julio in the game will create problems.
Good luck.
Quote:Hi,You'll have to change the powerful attack rather than Julio's armor.
So you said julio's armor is an object like a rock.Is there any way to change its data so that it gets less damage from julian's soul bomb and similar powerful attacks.Please can you guide me for its data changing?
Copy and paste the itr. Now you will have two identical itrs. Change the first one to have bdefend 62 and effect 4.
(02-11-2018, 03:57 PM)Abdul Moiz Wrote: Is there anyway through which I can change julio's armor from heavy-weapon to its own possessed armor just like louis but unlike louis armor I want it to also get damage but not from teammate.Can anyone guide me to change data for this?That'd be HEX editting of the lf2 exe file(which is much more difficult and pretty much no one knows how to do), not achievable with DCing.
There is one other DC armor method you can consider which I don't consider a fix because it completely changes the way Julio's armor takes damage.
Make Julio's armor have a different bdy so that it cannot be hit by normal means. Give or use whatever hidden bdy Julio himself has.
Also make Julio's armor constantly opoint a hit detector. Better to just opoint ONE hit detector and make it follow Julio around with itr kind 8 vrest200 hitting the hidden bdy. Probably a type 5 would be best.
What would happen is that whenever the type 5 takes damage, it will go into the same injury frames (220, 222, 224, 226, 180, 186). It can be hit by fire/ice, but it doesn't go to 203/200.
In those injury frames, you can put an itr that can hit only Julio's armor.
You don't have to worry about the armor changing teams because its being hit by a type 5 that belongs to your own team, and you don't have to worry about burning_smoke from using state 18 to make it hit the armor because the armor is a weapon that can be hit by "allies".
The main downside to this solution is that attacks would have strictly only up to 6 possible damage values(generally just 4 because 222/224 & 180/186 are just getting hit in the opposite direction) instead of having the damage directly match the attack that is hitting Julio. But I think this is still an acceptable tradeoff. The other thing is that type 5 can get hit by itr effect 4. The only alternative to type 5 is type 0, but that would leave an ugly "Com".
The reason why I'd suggest opointing one type 5 to follow you around instead of constantly opointing a type 5 is so that you don't get hit by the same vrest attack multiple times in a row. This does mean a few things:
1) You'll need an additional itr kind 8 & hidden bdy to detect whether Julio is jumping, and fake the hit detection since there is no way to follow on the y-axis.
2) You'll have to use dvx550 dvy550 dvz550 to make sure the detector doesn't get pushed away.
3) Having more than 1 Julio in the game will create problems.
Good luck.
~Spy_The_Man1993~
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