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[solved] Weird bug with normal itr
#1
Yeah i was working on ace for my one piece mod. Then suddenly when i used a normal itr. something really weird happened. When the character performed a move he would go the correct height. This was only when he missed the opponent. When he hits the opponent he flies up. Know, i no i could just use a ball, but i want to just use a normal itr, so can someone explain.

Not hitting opponent:

[Image: clip0045.gif]

Hitting the opponent:

[Image: clip0047.gif]

Also here's the code for the attack:

Code:
<frame> 235 Fire_Fist_up
   pic: 148  state: 15  wait: 1  next: 236  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 35
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 236 Fire_Fist_up
   pic: 149  state: 15  wait: 0  next: 237  dvx: 0  dvy: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 237 Fire_Fist_up
   pic: 150  state: 15  wait: 1  next: 238  dvx: 0  dvy: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 12  y: 32  w: 43  h: 45
   bdy_end:
<frame_end>

<frame> 238 Fire_Fist_up
   pic: 151  state: 15  wait: 1  next: 239  dvx: 4  dvy: -2  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 16  y: 31  w: 39  h: 47
   bdy_end:
<frame_end>

<frame> 239 Fire_Fist_up
   pic: 152  state: 15  wait: 1  next: 240  dvx: 5  dvy: -4  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 20  y: 31  w: 36  h: 47
   bdy_end:
itr:
      kind: 0  x: 41  y: -3  w: 28  h: 75  dvx: 6  dvy: -13  fall: 70  arest: 3  bdefend: 70  injury: 45  effect: 2
   itr_end:
<frame_end>

<frame> 240 Fire_Fist_up
   pic: 153  state: 15  wait: 1  next: 241  dvx: 6  dvy: -5  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 21  y: 29  w: 33  h: 48
   bdy_end:
<frame_end>

<frame> 241 Fire_Fist_up
   pic: 154  state: 15  wait: 1  next: 242  dvx: 0  dvy: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 23  w: 32  h: 56
   bdy_end:

<frame_end>  

<frame> 242 Fire_Fist_up
   pic: 155  state: 15  wait: 1  next: 243  dvx: 0  dvy: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 17  y: 8  w: 29  h: 71
   bdy_end:
<frame_end>

<frame> 243 Fire_Fist_up
   pic: 156  state: 15  wait: 1  next: 244  dvx: 1  dvy: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 18  y: 11  w: 24  h: 57
   bdy_end:
<frame_end>

<frame> 244 Fire_Fist_up
   pic: 157  state: 15  wait: 1  next: 0  dvx: 2  dvy: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 18  y: 4  w: 19  h: 66
   bdy_end:
<frame_end>
[Image: variaboss.png]
SUPER B*NER: :3
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#2
Lower the dvy? I never encountered something like this. Why don't you check on Davis's uppercut data? Use that as a little guide for your move.
[Image: brucesig.png]
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#3
Uhm, i had this thing a few times, it has a simpyl reason: If you hit an enemy, your char gets "stucked" for about 2 frames, but WITHOUT movement (therefore this technique is used as timestop often).
If you know have a DVY in the frame where you HIT the opponent (usually with a low wait), then you get the double (or triple) acceleration, due to this 2 additional frames...

Solution: Make the char spawning a T3 (instead having the itr) which has the hitzone and disappears afterwards ^^
My Creations: (Click to View)

Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
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#4
^It's actually 4, but whatever.
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Thanks given by: Alblaka
#5
(07-31-2009, 12:54 AM)Drahcir Wrote:  ^It's actually 4, but whatever.

Ouch, thx...

I thought it is kinda a random number like 1-3, but if it's exactly 4... yey, i can calculate that for combo-moves now XD
My Creations: (Click to View)

Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
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#6
another solution, make a new frame, that have -20 dvy with wait=0 and without any itr, and then connect it with your uppercut attack that doesn't have any dvy anymore.
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#7
-.-'
just put teh itr in a frame without a dvy

you managed to hack one of our team members and steal the unmoleboxed NTSD II version to "learn" from it but stuck at such an easy bug...?
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#8
Yeah and what i got stuck on it it doesn't matter. I don't spend all my time on the computer.....
[Image: variaboss.png]
SUPER B*NER: :3
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#9
and remove that signature, you're not in our team -.-'
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#10
Calm down, Nave. Do it via PM.
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