"wait" is merely the character's animation speed (wait: 0 is the fastest you can go). The important tag is "arest" or "vrest" - This is the amount of time before your character can hit the same person again. "arest" is attacker rest, meaning you can only hit 1 person at a time. "vrest" is victim rest, meaning you can hit multiple people in the same punch. You should not use "a/vrest" = 0, because it'd just use the default number 10, and as far as I know negative number doesn't work for a/vrest or wait. The fastest possible is 1, but I recommend you try 3-7 as 1 is way too fast and just causes both your character and the enemy to be stuck in a frame due to hitlag (notice how your character punches a bit slower when he hits and how your enemy shakes? That's hitlag).
"bdefend" is used for breaking an enemy's block. Characters usually have 40 bdefend points, but they regenerate 1 point per TU if I remember correctly. Usually LF2 uses 16 for punch, 30 for sword, 40 for weapons or 60 for dash attack. Again, you cannot use 0; default is 16 iirc.
"fall" is used to determine how many punches you need to make a character go into DOP or fall. Usually we use 1 (like Dennis/Davis DvA), 20 (default), 25 (2 hits to DOP), 40 (2 hits fall like baseball bat), 60 (stun like Dennis run attack), 70 (fall instantly). Again, you cannot use 0 since the game will treat it as 20. You can use fall: -1, but it won't send the enemy into injury frame and also make them harder to fall.
So maybe you can try making the character punch x3 in one button (use "next" to chain multiple punching frames together), have the first 2 punches have fall 1, but the last punch have fall 19. Try arest 5 and bdefend 7 for all the itrs. Like this (example done with Bandit):
DC-Code:
<frame> 60 punch1_start
pic: 10 state: 3 wait: 0 next: 61 dvx: 1 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 2 x: 26 y: 58 w: 37 h: 23 vrest: 1
itr_end:
bdy:
kind: 0 x: 30 y: 18 w: 28 h: 60
bdy_end:
bdy:
kind: 0 x: 23 y: 35 w: 37 h: 24
bdy_end:
<frame_end>
<frame> 61 punch1_1
pic: 11 state: 3 wait: 0 next: 62 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
itr:
kind: 0 x: 49 y: 33 w: 30 h: 16 dvx: 2 bdefend: 7 injury: 7 arest: 5 fall: 1
itr_end:
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
bdy:
kind: 0 x: 51 y: 34 w: 26 h: 16
bdy_end:
<frame_end>
<frame> 62 punch1_2
pic: 12 state: 3 wait: 0 next: 63 dvx: 1 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 27 y: 17 w: 31 h: 63
bdy_end:
<frame_end>
<frame> 63 punch1_2
pic: 13 state: 3 wait: 0 next: 64 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
itr:
kind: 0 x: 45 y: 34 w: 33 h: 14 dvx: 2 bdefend: 7 injury: 7 arest: 5 fall: 1
itr_end:
bdy:
kind: 0 x: 28 y: 17 w: 29 h: 63
bdy_end:
bdy:
kind: 0 x: 45 y: 37 w: 32 h: 11
bdy_end:
<frame_end>
<frame> 64 punch1_3
pic: 10 state: 3 wait: 0 next: 59 dvx: 1 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 30 y: 18 w: 28 h: 60
bdy_end:
bdy:
kind: 0 x: 23 y: 35 w: 37 h: 24
bdy_end:
<frame_end>
<frame> 59 punch1_3
pic: 11 state: 3 wait: 0 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
itr:
kind: 0 x: 49 y: 33 w: 30 h: 16 dvx: 2 bdefend: 7 injury: 7 arest: 5 fall: 19
itr_end:
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
bdy:
kind: 0 x: 51 y: 34 w: 26 h: 16
bdy_end:
<frame_end>
<frame> 65 punch2_start
pic: 12 state: 3 wait: 0 next: 66 dvx: 1 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 2 x: 26 y: 58 w: 37 h: 23 vrest: 1
itr_end:
bdy:
kind: 0 x: 27 y: 17 w: 31 h: 63
bdy_end:
<frame_end>
<frame> 66 punch2_1
pic: 13 state: 3 wait: 0 next: 67 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
itr:
kind: 0 x: 45 y: 34 w: 33 h: 14 dvx: 2 bdefend: 7 injury: 7 arest: 5 fall: 1
itr_end:
bdy:
kind: 0 x: 28 y: 17 w: 29 h: 63
bdy_end:
bdy:
kind: 0 x: 45 y: 37 w: 32 h: 11
bdy_end:
<frame_end>
<frame> 67 punch2_2
pic: 10 state: 3 wait: 0 next: 68 dvx: 1 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 30 y: 18 w: 28 h: 60
bdy_end:
bdy:
kind: 0 x: 23 y: 35 w: 37 h: 24
bdy_end:
<frame_end>
<frame> 68 punch2_2
pic: 11 state: 3 wait: 0 next: 69 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
itr:
kind: 0 x: 49 y: 33 w: 30 h: 16 dvx: 2 bdefend: 7 injury: 7 arest: 5 fall: 1
itr_end:
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
bdy:
kind: 0 x: 51 y: 34 w: 26 h: 16
bdy_end:
<frame_end>
<frame> 69 punch2_3
pic: 12 state: 3 wait: 0 next: 79 dvx: 1 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 27 y: 17 w: 31 h: 63
bdy_end:
<frame_end>
<frame> 79 punch2_3
pic: 13 state: 3 wait: 0 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
itr:
kind: 0 x: 45 y: 34 w: 33 h: 14 dvx: 2 bdefend: 7 injury: 7 arest: 5 fall: 19
itr_end:
bdy:
kind: 0 x: 28 y: 17 w: 29 h: 63
bdy_end:
bdy:
kind: 0 x: 45 y: 37 w: 32 h: 11
bdy_end:
<frame_end>
|