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LF2 Did you know?
#51
id's 40-49 don't have a COM when in stage mod, I never saw a COM on my demon stage char's.
NOW I WILL REVEAL YINYIN'S TECHNIQUE OF ARMOR RAISE FOR ALF2!!!!!!!!! MUAHAHAHAHAHAHAHA, no I am serious (Click to View)
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You're just dying if you're living and thinking about a betrayal, revive yourself.
Think about that one person that has trusted you forever, not the thousand people that have betrayed you.
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#52
I copied that from LF2 SV
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#53
If you press F7 Shields doesn't disappear, I think, F7 makes everything go into its first frame.
If you press F7 every Type 0 and Type 3's will have their HP reseted to 500.
@STM1993: Oh, right.
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You're just dying if you're living and thinking about a betrayal, revive yourself.
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#54
(08-01-2014, 09:54 AM)Amadis Wrote:  If you press F7 Shields doesn't disappear, I think, F7 makes everything go into its first frame.
Completely wrong. F7 resets the HP of objects(not sure for weapons, but it will reset for type 0 characters & type 3 objects aka balls).

All balls spawn with 500 hp. John's shield, Firen's ground fire and Freeze's whirlwind frames contain a hit_a value, which determines how much a ball's HP is lost overtime. When the ball's HP reaches zero, it goes into the frame as stated in its hit_d. By pressing F7, you are resetting the balls' HP to 500.

Notably for Freeze whirlwind, the reason why if you spam F7 the whirlwind will only lift and not freeze is because whirlwind uses a separate ball with a separate freezing itr, which does NOT use the hit_a method and uses purely wait values.
[Image: uMSShyX.png]
~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Steiner v3.00 (outdated), Challenge Stage v1.51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
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#55
Do balls spawn with 500 hp? Cause I have a 3006 ball "final flash" that I blasted with Super Vegito's 100 injury "ki blasts" several times. Over 5 hits to even +10 hits which would be like 1000 damage and the ball never died.

Cause if they have HP that will be pretty useful for beam struggles and shiiii~
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#56
(08-01-2014, 07:47 PM)bashscrazy Wrote:  Do balls spawn with 500 hp?
yes, but the hp decreases with hit_a, and goes to the frame indicated on hit_d when the hp was used up.

(08-01-2014, 07:47 PM)bashscrazy Wrote:  Cause if they have HP that will be pretty useful for beam struggles and shiiii~
idea, but not sure if its possible:
how bout making a ball that cant be normally hit to avoid using the rebounding frames,
then make the ball hold a weapon that can be hit, which has the hp wanted,
AND the held weapon holds another ball, which will automatically go to frame 0 when the weapon breaks?
make the weapon_held balls frame 0 a John shield with special itr to rebound the initial ball (which most likely lead to the destroyed animation)

back from the dead.....kinda
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#57
(08-01-2014, 07:47 PM)bashscrazy Wrote:  Do balls spawn with 500 hp?
They do, but as mentioned they only decrease from hit_a in the ball itself. You can't hurt the ball's HP otherwise. See Julian's D>J Soul Bomb - I used to believe it had actual HP until I realized it was actually a 3006 with a timer via hit_a - the ball may slow down and be frozen in a frame, but the HP timer will go on regardless until it reaches 0, whereupon it becomes a state 3000 that will explode on contact.

Nya's method should work if you are looking for a projectile that can take damage, but if you want to make the projectile also damage itself when it hits something, then nope - weapons only take damage when they drop or are hit directly, not when they hit enemies.


Maybe you can make a state 3000 ball that:
1) On hitting (enemy) or on hit (projectile/weapon I think) will lose HP via hit_a, then continue travelling as a ball.
2) On rebound it would disappear. But don't worry about it, because the ball won't have a bdy that can be hit under normal circumstances.
3) Once it reaches 0 HP, it'd go into another frame determined by hit_d for explosions perhaps.
Something like that. My worry is that there will be a problem with the ball switching teams, but should work fine otherwise.
[Image: uMSShyX.png]
~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
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#58
The baseball provide a different sound when hit by a bat ( I mean bat,not Bat :p )
   

     
Credits to Prince_freeza for avatar
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#59
(08-04-2014, 12:14 PM)Conqueror Wrote:  The baseball provide a different sound when hit by a bat ( I mean bat,not Bat :p )

The milk as well. In addition their speed are much faster.
aka Verdusk

I don't have a sicknature

LF2 SurGen (survival stage generator!)
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#60
The more the number of enemies the more bats are produced by BAT(character):p
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