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Clearing enemy attacks
#1
Hi, guys

I'm new here and new to the realm of data changing. I played different earlier versions of LF2 a long time ago as a kid and had always wanted to change certain characters to make them more fitting to how I pictured them. And that nostalgia brought me here.

I started experimenting with data changing last year on and off. I think I'm more familiar with the mechanisms now but I still can't figure a lot things out. Here is one of them:

I was trying to make an OP version (don't judge me) of Firzen and I wanted to give him a move that clears all attacks ('balls', as the .dat file describes) from other opponents. I have tried

- setting the move itself as a state 3005 'ball' with a huge bdy and itr
- making the move summoning a modified boulder (type 1 item) w/ huge bdy, so all enemy attacks on screen can hit the summoned object at once and be eliminated

But neither worked perfectly. The first method just doesn't seem to work on some cases and I couldn't figure out why. The second method works most of the time, but sometimes when there are less enemy attacks on the screen, the HP of boulder does not drop to zero and results in it going into the 'hit' frames and drop to the ground, which breaks the experience.

If any of you have better ways to achieve this pls let me know. Thx!

I'll link the modified game too in case anyone want to see for themselves. The character is named Hyperfirzen and the move in question is DvJ

https://mega.nz/file/nBIkhSpK#tRe_yZzG8R...iJxQboF0no
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#2
Welcome to LFE!

Firstly, no matter which method you are using, there are 3 key points you need to know:
1) If a ball has no bdy, then it can never be hit by the spell's itr.
2) If a ball only has itr, then it may only forcefully go into frame 10/20/30 when colliding with something else, depending on that ball's state.
3) An object will go into its injury frames(depending on type) when it gets hit.

For point #1, that means you might need to add in an extra bdy for balls that simply refuse to be deleted even after taking into account point #2. Example, you could give a ball y: 1000079, while your purifier spell's itr will also have itr y: 1000079, so only the spell can ever hit that special bdy.

For point #2, that means you will only be able to, for example, "delete" state 3000 balls that have no bdy, because they will go to frame 10 upon hitting something. 3006 will delete upon hitting another 3006, and 3005 will delete upon hitting another 3005.

For point #3, you will need some way to force an object to stay in the same frame even if it normally will get sent into "injury". There is also the problem that weapons and balls will change to enemy team when they get hit.

By the way, your DvJ has opoint on very first frame(frame 343 itself), so the thunder will not spawn. This is a common beginner's mistake.


For a relatively simple way to do what you're looking for:
  1. Firzen spawns a type 5 object (t5), because t5 will not change teams when injured.
  2. This t5 will be state 3005 with both itr effect 4 and bdy.
  3. Make sure to modify frames: 180,186,220,222,224,226 (because the t5 can potentially go to these frames when injured).
  4. Make sure those frames have dvx: 550, dvy: 550, dvz: 550 (this is to prevent the t5 from being pushed around by attacks).
  5. For balance, you can make it such that the t5 will self-delete(next: 1000) after either wait: 0(if it doesn't hit/get hit) or after it gets injured. I would suggest NOT having itr and bdy in those injury frames, otherwise it can potentially stay ingame forever.

You can also reach us at Discord as well in #dc-questions-lf2 channel
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#3
(07-02-2023, 02:05 AM)STM1993 Wrote:  Welcome to LFE!

Firstly, no matter which method you are using, there are 3 key points you need to know:
1) If a ball has no bdy, then it can never be hit by the spell's itr.
2) If a ball only has itr, then it may only forcefully go into frame 10/20/30 when colliding with something else, depending on that ball's state.
3) An object will go into its injury frames(depending on type) when it gets hit.

For point #1, that means you might need to add in an extra bdy for balls that simply refuse to be deleted even after taking into account point #2. Example, you could give a ball y: 1000079, while your purifier spell's itr will also have itr y: 1000079, so only the spell can ever hit that special bdy.

For point #2, that means you will only be able to, for example, "delete" state 3000 balls that have no bdy, because they will go to frame 10 upon hitting something. 3006 will delete upon hitting another 3006, and 3005 will delete upon hitting another 3005.

For point #3, you will need some way to force an object to stay in the same frame even if it normally will get sent into "injury". There is also the problem that weapons and balls will change to enemy team when they get hit.

By the way, your DvJ has opoint on very first frame(frame 343 itself), so the thunder will not spawn. This is a common beginner's mistake.


For a relatively simple way to do what you're looking for:
  1. Firzen spawns a type 5 object (t5), because t5 will not change teams when injured.
  2. This t5 will be state 3005 with both itr effect 4 and bdy.
  3. Make sure to modify frames: 180,186,220,222,224,226 (because the t5 can potentially go to these frames when injured).
  4. Make sure those frames have dvx: 550, dvy: 550, dvz: 550 (this is to prevent the t5 from being pushed around by attacks).
  5. For balance, you can make it such that the t5 will self-delete(next: 1000) after either wait: 0(if it doesn't hit/get hit) or after it gets injured. I would suggest NOT having itr and bdy in those injury frames, otherwise it can potentially stay ingame forever.

You can also reach us at Discord as well in #dc-questions-lf2 channel
Wow, thanks for the detailed response!

I certainly did not know all these stuff about t5 object and specific frames. Will give a shot later and see how it goes.

Thanks again
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