How to make a character not allowed to run or jump?
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No running?
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12-26-2014, 10:56 PM
Simply copy the standing frame onto the first running/jumping frames.
![]() ~Spy_The_Man1993~ Steiner v3.00 (outdated), Challenge Stage v1.51 Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer LF2 Rebalance Avatar styled by: prince_freeza Thanks given by: Dubzilla
12-26-2014, 11:26 PM
thx ur the best
12-27-2014, 01:20 PM
(12-26-2014, 10:56 PM)STM1993 Wrote: Simply copy the standing frame onto the first running/jumping frames. wouldnt that cause skip in breathing.. you know, like if you are in 2. frame of breathing and you press button to jump he went to jumping frame which is replaced by 1. frame of breathing and so on. Pressing button will affect breathing flow. Correct me if i am wrong
12-27-2014, 02:51 PM
(This post was last modified: 12-27-2014, 02:52 PM by Som1Lse.
Edit Reason: Fix'd some stuff
)
(12-27-2014, 01:20 PM)Marko Wrote: Correct me if i am wrongI believe you are right. if you give it something like mp: 999, then I believe it would simply not do anything when pressed, unless infinite mana is turned on. Edit: That's with a hit_j: value.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels. An unsound argument is not the same as an invalid one. volatile in C++ does not mean thread-safe. Do not make APIs unnecessarily asynchronous. Make C++ operator > again Trump is an idiot. Thanks given by: Dubzilla
MP tag doesn't seem to work on basic functions such as running and jumping, so the mp: 999 solution won't work in this case. I have just tested it to confirm.
Furthermore, the hit_j: solution doesn't work because of Double Inputs. If you pressed J and A at the same time for example, you'd go straight to the default jumping frame instead of the one listed in hit_j. Unfortunately I can't think of a better solution, so I guess we'd have to live with a de-synced breathing. I think the best way to salvage this is to make running/jumping into a taunt that has state 0, so functionally it would still be a standing frame but merely looks as though the character is doing something else. ![]() ~Spy_The_Man1993~ Steiner v3.00 (outdated), Challenge Stage v1.51 Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer LF2 Rebalance Avatar styled by: prince_freeza Thanks given by: Dubzilla
12-28-2014, 09:16 AM
Thanks for the help guys
12-28-2014, 01:04 PM
(12-28-2014, 04:29 AM)STM1993 Wrote: MP tag doesn't seem to work on basic functions such as running and jumping, so the mp: 999 solution won't work in this case. I have just tested it to confirm.So combine them all?
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels. An unsound argument is not the same as an invalid one. volatile in C++ does not mean thread-safe. Do not make APIs unnecessarily asynchronous. Make C++ operator > again Trump is an idiot. (12-28-2014, 01:04 PM)SomeoneĀ else Wrote: So combine them all?Still doesn't work for 2 reasons. 1) You can still use J+A at the same time, and you'd go straight to jumping frame 210. 2) By default, if you press J only, you'd go to whatever frame hit_j has. However, if you don't have mana to use hit_j, you'd simply use the default jumping frame 210. As mentioned before, mp tag doesn't work on basic functions like jumping. This same mechanic is used to fix Louis losing mana but not performing his >>JA/>>A attacks - by allowing Louis to perform no-mana cost but weaker versions of moves if he lacks sufficient mana(or explicitly tries to use it with J+A), but still uses the charged version if he has enough mana. ![]() ~Spy_The_Man1993~ Steiner v3.00 (outdated), Challenge Stage v1.51 Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer LF2 Rebalance Avatar styled by: prince_freeza
12-28-2014, 06:03 PM
(12-28-2014, 02:16 PM)STM1993 Wrote: 1) You can still use J+A at the same time, and you'd go straight to jumping frame 210.Which is blocked by replacing frame 210 (12-28-2014, 02:16 PM)STM1993 Wrote: 2) By default, if you press J only, you'd go to whatever frame hit_j has. However, if you don't have mana to use hit_j, you'd simply use the default jumping frame 210. As mentioned before, mp tag doesn't work on basic functions like jumping.Wrong. If you don't have enough mana then nothing gets done. The reason it works for Louis dash attack is that dash attacks also trigger when you hold down attack, so when you press attack and you don't have enough mana, the regular dash attack immediately triggers because you are holding down attack. Not because attack was pressed. This is not an issue with jumping because it doesn't trigger when you are holding down jump, but only when it is pressed. The following code works: Code: <frame> 0 standing
pic: 0 state: 0 wait: 5 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 210 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
bpoint:
x: 39 y: 34
bpoint_end:
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: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 1 standing
pic: 1 state: 0 wait: 3 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 311 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 2 standing
pic: 2 state: 0 wait: 5 next: 3 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 312 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 53 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 3 standing
pic: 3 state: 0 wait: 9 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 313 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 53 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 5 walking
pic: 4 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 78 hit_a: 0 hit_d: 0 hit_j: 315 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 53 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 1 x: 40 y: 16 w: 25 h: 65
catchingact: 120 120 caughtact: 130 130
itr_end:
bdy:
kind: 0 x: 28 y: 15 w: 27 h: 65
bdy_end:
<frame_end>
<frame> 6 walking
pic: 5 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 316 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 26 y: 54 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 1 x: 40 y: 16 w: 25 h: 65
catchingact: 120 120 caughtact: 130 130
itr_end:
bdy:
kind: 0 x: 28 y: 15 w: 27 h: 65
bdy_end:
<frame_end>
<frame> 7 walking
pic: 6 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 317 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 34 y: 52 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 1 x: 40 y: 16 w: 25 h: 65
catchingact: 120 120 caughtact: 130 130
itr_end:
bdy:
kind: 0 x: 28 y: 15 w: 27 h: 65
bdy_end:
<frame_end>
<frame> 8 walking
pic: 7 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 78 hit_a: 0 hit_d: 0 hit_j: 318 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
bpoint:
x: 39 y: 34
bpoint_end:
wpoint:
kind: 1 x: 36 y: 52 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 1 x: 40 y: 16 w: 25 h: 65
catchingact: 120 120 caughtact: 130 130
itr_end:
bdy:
kind: 0 x: 28 y: 15 w: 27 h: 65
bdy_end:
<frame_end>
<frame> 210 not_jumping
pic: 60 state: 0 wait: 5 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 210 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290 mp: 999
bpoint:
x: 39 y: 34
bpoint_end:
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: 18 w: 43 h: 61
bdy_end:
<frame_end>
<frame> 311 not_jumping
pic: 61 state: 0 wait: 3 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 311 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290 mp: 999
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 61
bdy_end:
<frame_end>
<frame> 312 not_jumping
pic: 62 state: 0 wait: 5 next: 3 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 312 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290 mp: 999
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 53 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 61
bdy_end:
<frame_end>
<frame> 313 not_jumping
pic: 63 state: 0 wait: 9 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 313 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290 mp: 999
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 53 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 61
bdy_end:
<frame_end>
<frame> 315 not_jumping
pic: 64 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 78 hit_a: 0 hit_d: 0 hit_j: 315 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290 mp: 999
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 53 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 1 x: 40 y: 16 w: 25 h: 65
catchingact: 120 120 caughtact: 130 130
itr_end:
bdy:
kind: 0 x: 28 y: 15 w: 27 h: 63
bdy_end:
<frame_end>
<frame> 316 not_jumping
pic: 65 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 316 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290 mp: 999
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 26 y: 54 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 1 x: 40 y: 16 w: 25 h: 65
catchingact: 120 120 caughtact: 130 130
itr_end:
bdy:
kind: 0 x: 28 y: 15 w: 27 h: 64
bdy_end:
<frame_end>
<frame> 317 not_jumping
pic: 66 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 317 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290 mp: 999
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 34 y: 52 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 1 x: 40 y: 16 w: 25 h: 65
catchingact: 120 120 caughtact: 130 130
itr_end:
bdy:
kind: 0 x: 28 y: 15 w: 27 h: 64
bdy_end:
<frame_end>
<frame> 318 not_jumping
pic: 67 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 78 hit_a: 0 hit_d: 0 hit_j: 318 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290 mp: 999
bpoint:
x: 39 y: 34
bpoint_end:
wpoint:
kind: 1 x: 36 y: 52 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 1 x: 40 y: 16 w: 25 h: 65
catchingact: 120 120 caughtact: 130 130
itr_end:
bdy:
kind: 0 x: 28 y: 15 w: 27 h: 63
bdy_end:
<frame_end>
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels. An unsound argument is not the same as an invalid one. volatile in C++ does not mean thread-safe. Do not make APIs unnecessarily asynchronous. Make C++ operator > again Trump is an idiot. | |
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