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Hello everyone!

I need a little help to make a character punch faster (frames 60-69). I would like it to punch very fast (maybe even punching more than one time while pressing attack button once) and also be able to punch enemy several times (like 3 or even more) before he/she falls. The last thing (tell me if I'm wrong) can be achieved by decreasing bdfend and fall values. I've tried to do it alone, but uhh... there are a lot of issues. I wondered if negative wait values would work (didn't try yet). Decreasing arest (or vrest, whatever) to 0 didn't make a big difference, so I set it to -10 and -100 to make a try. Actually the punches were much faster, but the enemy was always falling after one punch, even with bdfend: 0.

Please i need some help!!! What am i doing wrong!?
Each character has 70 fall, to pass that he ends up falling If you want to attack him for example 4 times, the fall is 18, as the character is falling on the first hit, the fall should be the error in the code

sorry my bad english ^^
Yeah, the thing with fall actually works pretty well. The enemy isn't falling too quickly. After changing all waits and vrests to 0 attack animation is really fast. But for every 3-4 hits (on animation) there is one punch to enemy. Any idea how to attack enemy more times per second? How about trying hit_a: 60 (first frame of punch) in every other frame of punch?
"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>
Okay.. From reading your first post you want fast attack animation and multiple punches that hit when you press attack once.

Solution:

Frame 60 -> 61 -> 62 -> 63 -> 64
Have animation here where it's something like this:
60 charging left punch
61 left punch
62 both hands at side
63 charging right punch
64 right punch

Do the same thing for frames 65->69
It can be the exact same pictures too in same order.

Have an itr in 61/66 with fall 20
Have an itr in 64/69 with fall -1

You press the attack button 3 times and strike the enemy 6 times.
You don't even need any arest or vrest in the itrs

Code:
<frame> 61 punch
  pic: 11  state: 3 wait: 0  next: 62  dvx: 0  dvy: 0  dvz: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
 sound: data\007.wav
  itr:
     kind: 0 x: 43 y: 35 w: 29 h: 14  dvx: 2  bdefend: 16  injury: 20  fall: 20
  itr_end:
  bdy:
     kind: 0  x: 18  y: 14  w: 31  h: 64
  bdy_end:
<frame_end>

<frame> 64 punch
  pic: 13  state: 3  wait: 0  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
 sound: data\007.wav
  bdy:
     kind: 0  x: 22  y: 9  w: 33  h: 71
  bdy_end:
  itr:
     kind: 0 x: 43 y: 35 w: 29 h: 14  dvx: 2  bdefend: 16  injury: 20  fall: -1
  itr_end:
<frame_end>

edit: DAMMIT! I was ninja'd

edit2: shiiii~ STM's method works better. Use fall: 1 in the first itr for frame 61/64 and like fall: 18 in 64/69 and 2 attack button presses do 4 hits before the super punch. Also the enemy reacts better to this method.