03-07-2009, 07:45 AM
frame_1 hit_d: frame_2
frame_2 hit_j: frame_3
frame_3 hit_ja: move_1 hit_a: move_2
move_1 mp: xxyyy
move_2 mp: yyy
if u press D, J, A sequentially in that order, it will activate hit_ja:. if u can't go to hit_ja: it will activate hit_a:.
I cannot make it any simpler than that. this is based on lf2's input system. frame_2 and frame_3 would need wait: 2 (no higher no lower. it MUST be wait: 2 coz lf2 doesn't receive inputs of this nature in 2 TUs, but with 3 TUs in one frame, players can "disobey" the forced DJA). in my bandit thing i did long ago, i just made move_1 be the move_lock so that they lose hp via the mp: xxyyy tag, but make them regain it from a negative injury + a state: 17 bottle to make the dark red hp have the fix, and move_2 be the transformation.
i don't really recommend using this method for the hp based move, coz of the dark red hp thing.
actually i just thought of a sub-theory for this thing. if it works i'll post it here.
BP's method thingy
you need another frame.
standing/walking hit_Fa: 235
235 next: 236
236 next: 237 (first priority) mp: -100 (or some other value). hit_d: 245 hit_j: 245 (both must use this)
237 //move_1 code
245 // move_2 code
and no you cannot have any hp check with that method, coz mp: -X only works with 3 or less digits. the mp: xxyyy thing is only "activatable" from the hit_X thing.
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basically using the mp tag for hp based moves isn't my preference coz of the bugs, but it's probably the "best" other than hex. (using state: 18 ik0s look too messy in game).
Azriel~
frame_2 hit_j: frame_3
frame_3 hit_ja: move_1 hit_a: move_2
move_1 mp: xxyyy
move_2 mp: yyy
if u press D, J, A sequentially in that order, it will activate hit_ja:. if u can't go to hit_ja: it will activate hit_a:.
I cannot make it any simpler than that. this is based on lf2's input system. frame_2 and frame_3 would need wait: 2 (no higher no lower. it MUST be wait: 2 coz lf2 doesn't receive inputs of this nature in 2 TUs, but with 3 TUs in one frame, players can "disobey" the forced DJA). in my bandit thing i did long ago, i just made move_1 be the move_lock so that they lose hp via the mp: xxyyy tag, but make them regain it from a negative injury + a state: 17 bottle to make the dark red hp have the fix, and move_2 be the transformation.
i don't really recommend using this method for the hp based move, coz of the dark red hp thing.
actually i just thought of a sub-theory for this thing. if it works i'll post it here.
BP's method thingy
you need another frame.
standing/walking hit_Fa: 235
235 next: 236
236 next: 237 (first priority) mp: -100 (or some other value). hit_d: 245 hit_j: 245 (both must use this)
237 //move_1 code
245 // move_2 code
and no you cannot have any hp check with that method, coz mp: -X only works with 3 or less digits. the mp: xxyyy thing is only "activatable" from the hit_X thing.
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basically using the mp tag for hp based moves isn't my preference coz of the bugs, but it's probably the "best" other than hex. (using state: 18 ik0s look too messy in game).
Azriel~