Sorry for reviving the thread, but I think I have an idea on how to make the method prevent the super endurance given to characters, but it will make the time-effect a little awkward (as though time-stopping has created some kind of distortion that blows away everything like an explosion temporarily).
After the time-stopping itr, it would go to another frame where the itr becomes a itr with a very strong dvx/y so it pushes characters away and makes sure they fall onto the ground, lying. This way, they won't have super-endurance.
I also have some ideas to stimulate a similar effect to time-stopping (but don't know if it works or possible):
Characters will have a certain or more frames reserved for time-stopping, as well as a bdy for the time-stopping ball to catch.
Time-stopping releases a ball that catches all characters within its area of effect and brings it to the appropriate frame.
To prevent balls or weapons from moving, there has to be some kind of way to catch these balls or weapons and bring them to a stop state until everything is over.
If you want to create an effect (more of cinematic purposes) where characters cannot be attacked, its just changing the catch to make the character unhittable (basic) and for weapons/balls, make them lose their bdy.
What if we attack things that have been stopped? What I'm thinking is, the catching ball will keep spawning or keep catching. If the ball does not catch anything it will disappear. So if a time-frozen enemy is hit and somehow flies breaks out of the catch as a result, will catch back the enemy and freeze him in time. For balls and weapons, if I'm not wrong if hit it'd simply disappear or whatever, which will only be a problem if they are like the Soul Bomb that Julian uses (explodes).
What if the time-effect is over, but the character has only been caught after the beginning of the move? Well, after the time-effect, there will be an itr that will somehow cause the catch to end and bring it to another state.
What if there are too many objects in LF2? Then you'll have to make a smaller area of effect and prevent anything from entering the area. You'll have to create some kind of barrier to prevent anything from entering or even destroy the thing from entering.
The disadvantage is that the time-effect can be a bit flawed in a sense. For example, Davis is doing a leap attack. But when the time-move is used, it brings Davis to a time-frozen jump state. When the time effect ends, it will bring Davis back into a jumping state instead of his leap attack state.
I'm thinking the solution to the above disadvantage (which may be impossible) is to somehow be able to remember what move the character is doing, bring him to the time-frozen state, and when its over, go back to the move that was originally performed. But if the character was hit and caught the second time, it will remember the latest happening before it was caught again.
What do you guys think?
After the time-stopping itr, it would go to another frame where the itr becomes a itr with a very strong dvx/y so it pushes characters away and makes sure they fall onto the ground, lying. This way, they won't have super-endurance.
I also have some ideas to stimulate a similar effect to time-stopping (but don't know if it works or possible):
Characters will have a certain or more frames reserved for time-stopping, as well as a bdy for the time-stopping ball to catch.
Time-stopping releases a ball that catches all characters within its area of effect and brings it to the appropriate frame.
To prevent balls or weapons from moving, there has to be some kind of way to catch these balls or weapons and bring them to a stop state until everything is over.
If you want to create an effect (more of cinematic purposes) where characters cannot be attacked, its just changing the catch to make the character unhittable (basic) and for weapons/balls, make them lose their bdy.
What if we attack things that have been stopped? What I'm thinking is, the catching ball will keep spawning or keep catching. If the ball does not catch anything it will disappear. So if a time-frozen enemy is hit and somehow flies breaks out of the catch as a result, will catch back the enemy and freeze him in time. For balls and weapons, if I'm not wrong if hit it'd simply disappear or whatever, which will only be a problem if they are like the Soul Bomb that Julian uses (explodes).
What if the time-effect is over, but the character has only been caught after the beginning of the move? Well, after the time-effect, there will be an itr that will somehow cause the catch to end and bring it to another state.
What if there are too many objects in LF2? Then you'll have to make a smaller area of effect and prevent anything from entering the area. You'll have to create some kind of barrier to prevent anything from entering or even destroy the thing from entering.
The disadvantage is that the time-effect can be a bit flawed in a sense. For example, Davis is doing a leap attack. But when the time-move is used, it brings Davis to a time-frozen jump state. When the time effect ends, it will bring Davis back into a jumping state instead of his leap attack state.
I'm thinking the solution to the above disadvantage (which may be impossible) is to somehow be able to remember what move the character is doing, bring him to the time-frozen state, and when its over, go back to the move that was originally performed. But if the character was hit and caught the second time, it will remember the latest happening before it was caught again.
What do you guys think?
~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