Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help fixing Rudolf's abusive stars
#1
I find myself unable to tweak the stars manually without ruining Rudolf. I don't want to change his playstyle like I did to Henry on Fanpai by adjusting his arrows.

My idea is to have the stars change properties in contact with itr: 6. I would like to use something like an opoint to make it a "stronger" star that would knock the opponent down instead of keeping him in DOP. The only problem is that I don't know how to make objects interact to a certain itr. Is something like this possible to do? If so, may I get some pointers on how to do it?

I have a feeling I might need to learn how to use that "invisible ball" technique.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
Reply
Thanks given by:
#2
Quote:"stronger" star that would knock the opponent down instead of keeping him in DOP
that's easy:

Change
    DC-Code:
itr:
      kind: 0  x: 3  y: 4  w: 40  h: 39  dvx: 2  fall: 20  bdefend: 12    injury: 22  effect: 1
   itr_end:


to

    DC-Code:
itr:
      kind: 0  x: 3  y: 4  w: 40  h: 39  dvx: 2  fall: 70  bdefend: 60    injury: 22  effect: 1
   itr_end:


in rudolf_weapon itr's.
probably in throwing (40+) frames.
fall and bdefend values.
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
Reply
Thanks given by:
#3
thats not what bat tamer wants, i guess
i think he wants to stop rudolf from having cheap KOs by just throwing his normal star, keeping an enemy in DOP
well if this is in a mod, why not use a simple method?
an extra bdy in the DOP frame with a y like, VERY deep down below and....
having another itr that can only hit the special bdy in rudolf's star?

but then you might want to experiment a bit, as having 2 arest itrs might result in random damage
im actually using this method to create attacks that can do random damage
back from the dead.....kinda
Reply
Thanks given by: Dragon5 , Bamboori
#4
(11-02-2013, 10:48 AM)Nyamaiku Wrote:  but then you might want to experiment a bit, as having 2 arest itrs might result in random damage
im actually using this method to create attacks that can do random damage(its in a character that i will post some time later)
If the itrs and bdys have the same area (apart from the y offset) only the first one inside the frame will act. So that should be a perfectly working solution.
Reply
Thanks given by: Dragon5
#5
Nyamaiku is right. I want to stop Rudolf's cheapness.
That might be perfect! I'm not just using this for Rudolf, but everybody with a non-knockdown projectile. It's only three frames that the characters are DOP, so it won't be too tedious. I'll try this out right now!

Edit:
Okay... I may need to make a standing frame that has that body to prevent the abusing of frames after DOP. Hopefully being able to react if they wait any longer prevents any further cheap tactics.

Edit 2:
You have enough reaction time to block. I can't fully fix this the way I wanted to. At least it's somewhat harder to do so.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
Reply
Thanks given by:
#6
Well have you also done this to broken defense?
Other than the AI being too dumb to use this new advantage I don't see how this could still be lacking.
Reply
Thanks given by:
#7
I forgot about that. Doing it now.

Since you can be redizzied after you recover, I linked the end of both animations to the alternate standing frame to give some protection. You are able to do anything you want because it's type: 0, but any action makes go back to frame 0, making you lose that protection. I can extend the time of that frame even though it may not look right since I use a single pic.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
Reply
Thanks given by:
#8
Oh right - you can still always walk into your doom.
But that requires the 'wrong' action from the victim.
You could compare it to flipping into endless combos.
So that's not a technical problem of your fix - just a problem concerning the AI and the player being aware of this knock out protection.
Reply
Thanks given by:
#9
I really gotta admit: This is working pretty freaking well. Almost as perfectly as it should.

I just have one problem. There's one specific frame that I can hit the opponent on that ignores everything I coded and just hits with the fall: 20, making him stay dizzy. I feel it's right between the end of DOP and the standing frame; there's no frame in between there though! I double-checked everything and I don't see what's wrong. I can send you the files if you want.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
Reply
Thanks given by:
#10
It turns out I was right: there is a weird frame that magically takes place between 229 and my new 208 "protection" frame. It ignores the itr that is above the fight and goes for the direct one, making the exploit still effective. I've checked everything I could but no luck.

    DC-Code:
<frame> 226 injured
   pic: 120  state: 16  wait: 6  next: 227  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 43  y: 51  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 6  x: 6  y: 12  w: 85  h: 68  vrest: 1  
   itr_end:
   bdy:
      kind: 0  x: 27  y: 822  w: 42  h: 58
   bdy_end:
   bdy:
      kind: 0  x: 27  y: 22  w: 42  h: 58
   bdy_end:
<frame_end>
 
<frame> 227 injured
   pic: 122  state: 16  wait: 6  next: 228  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 45  y: 50  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 6  x: 6  y: 12  w: 85  h: 68  vrest: 1  
   itr_end:
   bdy:
      kind: 0  x: 28  y: 824  w: 39  h: 57
   bdy_end:
   bdy:
      kind: 0  x: 28  y: 24  w: 39  h: 57
   bdy_end:
<frame_end>
 
<frame> 228 injured
   pic: 121  state: 16  wait: 6  next: 229  dvx: 0  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 44  y: 50  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 6  x: 6  y: 12  w: 85  h: 68  vrest: 1  
   itr_end:
   bdy:
      kind: 0  x: 28  y: 823  w: 37  h: 58
   bdy_end:
   bdy:
      kind: 0  x: 28  y: 23  w: 37  h: 58
   bdy_end:
<frame_end>
 
<frame> 229 injured
   pic: 122  state: 16  wait: 6  next: 208  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 45  y: 47  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 6  x: 6  y: 12  w: 85  h: 68  vrest: 1  
   itr_end:
   bdy:
      kind: 0  x: 29  y: 826  w: 37  h: 53
   bdy_end:
   bdy:
      kind: 0  x: 29  y: 26  w: 37  h: 53
   bdy_end:
<frame_end> 
 
<frame> 208 recover
   pic: 0  state: 16  wait: 5  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 240 hit_Ua: 299 hit_Da: 269 hit_Uj: 290
   wpoint:
      kind: 1  x: 23  y: 55  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 818  w: 43  h: 62
   bdy_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>


After that magical "frame" the fall 70 code works, but not when you hit it at that right frame. This works for all projectiles so it's not an error in that part of the code. I ensure you each frame shares the same data.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
Reply
Thanks given by:




Users browsing this thread: 1 Guest(s)