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[solved] Being hit but not going to injured frames
#1
Well in the mod I'm working on, I have a character he goes to repetitive frames were the character teleports around and has new attacks. He's losing mp constantly but when he's hit he just returns back to normal. The problem is I want the character to be albe to keep in those frames even though hit.

I was thinking of putting an itrkind8 in the injured frames. When the character transform into this 'special' state he summons out a ball with a special body. If hit (sent to the injured frames) the body activates and sends him back to the new transformed state. There's an un-transform state which gets rid of the body. I would prefer not to use this because if the two characters were the same it would result in the same character transforming if he was injured.
Any solutions?
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#2
Vice versa: Remove the body of the character, but make him spawn a T3 instead, containing his body.
If T3 is destroyed, summon a T0 the character can react to > Stopping the move.

Problem with "choosing the same char twice" still persists and is a limit which can't be removed when working with special bodys.
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Alblaka
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#3
none that would not have a similar issue

i would go for a self hit with a negative fall at the start (no injured frames at all when hit, depending on how much you did at start up)
and then raise it again at the end (same positive fall self hit)

less hassle with frames you dont have to mess with (injured)
and smaller time frames where two characters can interfere with each other on this feature

(02-08-2012, 10:04 AM)Alblaka Wrote:  Stopping the move.
hes not supposed to stop when hit
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#4
Ups, sense typo. Doesn't change much though, you can replace that term with whatever you want the character to do after being "hit". F.e. act like not being hit.
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#5
I'm not sure if i understood correctly but here is my advice:

your repediative move frame= xxx

so in injured frames; next: xxx
@YinYin: its buggy:
you hit yourself with -5000
started move
smbdy hit you few times
your current fall value: -4900
you finished move with raiser self hit: +5000 fall
now you are lying on the ground:P
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#6
I'll try a few of these ideas out tonight. YinYin, I'm assuming the character will still be able to take damage from other characters? if so this seems best.
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#7
(02-08-2012, 05:17 PM)Madara Uchiha Wrote:  YinYin, I'm assuming the character will still be able to take damage from other characters? if so this seems best.

yup
if that isn't your intention you could simply leave out all bdys
which is a way simpler solution
but not quite fair

(02-08-2012, 02:41 PM)xmfcx Wrote:  @YinYin: its buggy:
you hit yourself with -5000
started move
smbdy hit you few times
your current fall value: -4900
you finished move with raiser self hit: +5000 fall
now you are lying on the ground:P

combine it with bdefend and state 7 and the move will end with a broken defense instead

both options, broken defense and falling, seem justified for such an unstoppable move anyway

don't you know these cheesy scenes where two guys perform a super fast attack on each other
and afterwards only one of them collapses?
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#8
Wait! Isn't this what u used in K-Dennis which has some bugs like this? (i love k-lf2)
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#9
Even simpler solution. Make him hold a weapon that will opoint out a special body when he is hit. Then in the injured frames have an itr8 that will lead him back into those repeating frames.
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#10
But this way char will still get the all damage.
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