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Dance of Pain Catching Activation
#10
@MH-Razen
As part of my attempt to accomplish this, I tried the state. Doesn't work at all. I confirmed without doubt that 'itr/kind 1' only works in a 'type: 0' object. You might want to make a note of this on the 'state: 16' page on the reference pages (I tried 'itr/kind 1' on a ball in the first place because I thought 'type: 3' objects could use 'itr/kind 1' also. :D)

@no one
If you create a 'type: 0' object, then the character menu will affected. You would have to hide it somehow (or take out the '_s.bmp' picture) so that it would crash the game.

@topic
I guess this means that itr/kind 1, state: 16, and other dance of pain detection is only available through 'type: 0' objects? If so, the move won't really involve a ball (which defies the whole point of this topic).

Alternate Suggestion?:

Is there some way to implement the 'itr/kind 6' super-punch detection function on a ball? If so, I might be able to activate an 'itr/kind 3' through this function (tack on the 'itr/kind 3' in the super-punch frames), because super-punch only activates if the to-be-victim is in a dance of pain. Or does this function work only on 'type: 0' objects as well?

~Solomon Leung
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Messages In This Thread
Dance of Pain Catching Activation - by 1477 - 03-03-2009, 10:28 PM
RE: Dance of Pain Catching Activation - by Azriel - 03-04-2009, 02:58 AM
RE: Dance of Pain Catching Activation - by 1477 - 03-04-2009, 04:35 AM
RE: Dance of Pain Catching Activation - by Azriel - 03-04-2009, 07:00 AM
RE: Dance of Pain Catching Activation - by 1477 - 03-04-2009, 10:19 PM
RE: Dance of Pain Catching Activation - by no one - 03-05-2009, 04:06 AM
RE: Dance of Pain Catching Activation - by no one - 03-05-2009, 10:42 AM
RE: Dance of Pain Catching Activation - by 1477 - 03-05-2009, 09:29 PM



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