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Remove flipping from falling frames(and unused frame 184/190)
#1
In LF2, being able to flip from frame 182 and frame 188 is a hardcoded default input, even if you changed the state from 12 to something else.
Furthermore, if you tried to use a custom frame with state 12, you'd find that the falling animation would no longer be trajectory-sensitive.

Well, I've found a way to remove flipping from an LF2 character for good, and also allow you to make a custom flip with hit_j that actually costs MP to use.

The trick is to set frame 182/188's wait from 3 to 0, and then change their next from 0 to 184/190 respectively.
Now, it'd look consistent in regular play, but you'd find that if you did F2 pausing, you'd see the character appear to glitch graphically, as seen here:
[Image: noflipping.gif]
The reason why I used frame 184/190 is because they happen to be unused falling frames, yet they are trajectory-sensitive. So even if you next into 184/190, the game will frantically try to bring you back to frame 182/188, only to immediately next back into 184/190.(in the gif, I used frame 183/189 instead)

To fix that, we'll make frame 184/190 identical to 182/188.

You will also need to fix the freezing frame 202 to use next: 181(or 184 if you prefer) instead of next: 182, otherwise you'd still be able to instantly flip as soon as you thaw from being frozen for too long without getting hit.

The data would look like this:
    DC-Code:
<frame> 182 falling
   pic: 32  state: 12  wait: 0  next: 184  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 38  y: 43  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 4  x: 13  y: 18  w: 46  h: 26  dvx: 2  fall: 70  vrest: 20  bdefend: 10  injury: 30  
   itr_end:
   bdy:
      kind: 0  x: 27  y: 22  w: 20  h: 18
   bdy_end:
<frame_end>
...
<frame> 184 falling
   pic: 32  state: 12  wait: 3  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 203
   wpoint:
      kind: 1  x: 38  y: 43  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 4  x: 13  y: 18  w: 46  h: 26  dvx: 2  fall: 70  vrest: 20  bdefend: 10  injury: 30  
   itr_end:
   bdy:
      kind: 0  x: 27  y: 22  w: 20  h: 18
   bdy_end:
<frame_end>
 
...
 
<frame> 188 falling
   pic: 42  state: 12  wait: 0  next: 190  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 29  y: 35  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 4  x: 14  y: 29  w: 58  h: 23  dvx: 2  fall: 70  vrest: 20  bdefend: 10  injury: 30  
   itr_end:
   bdy:
      kind: 0  x: 30  y: 31  w: 24  h: 21
   bdy_end:
<frame_end>
...
<frame> 190 falling
   pic: 42  state: 12  wait: 3  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 203
   wpoint:
      kind: 1  x: 29  y: 35  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 4  x: 14  y: 29  w: 58  h: 23  dvx: 2  fall: 70  vrest: 20  bdefend: 10  injury: 30  
   itr_end:
   bdy:
      kind: 0  x: 30  y: 31  w: 24  h: 21
   bdy_end:
<frame_end>
 
...
 
<frame> 202 ice
   pic: 105  state: 15  wait: 1  next: 184  dvx: -4  dvy: -3  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 18  y: 44  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 8  y: 6  w: 67  h: 73
   bdy_end:
<frame_end>


In this example, I've added hit_j: 203 to frames 184/190, meaning instead of flipping you can set yourself on fire. You can add an mp cost if you so desired.

If you try to use hit_j into frame 100/108, you'll notice that you would lose the default trajectory of the flip that you can set in the stats at the top of each character's data, but that's a minor problem since the goal in the first place is to change the flip.

Finally, you can use frame 184/190 for burning frames to add a potential 3rd/4th frame for burning as well! Feel free to experiment with this.

That'd be all, enjoy this new tech!


EDIT:
There is just one tiny little problem with using the hit_j custom flip.
You can now flip out of Henry's D^J flute! XD
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
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Thanks given by: AmadisLFE , Luigi600 , RazenBrenday , Nyamaiku , MangaD
#2
wait, why I need to do all this if I can just add hit_j in the regular frame?
in both scenarios you will get custom fall if you click on jump button
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Thanks given by: STM1993
#3
(10-26-2018, 07:26 AM)AdiDidIt Wrote:  wait, why I need to do all this if I can just add hit_j in the regular frame?
in both scenarios you will get custom fall if you click on jump button
Good question!

The reason why using hit_j directly in the regular frame is not a good idea is because you can still bypass the hit_j by pressing J+A together at the same time.

This method of bypass is usable for ANY move that has a default input, as detailed here.

As an example, if you changed frame 210 to go to super_punch, then made a frame 209 which is a copy of the original frame 210, and then added hit_j: 209, you will have a character who can do super_punch when you press J+A, but normal jump with J(but he won't be able to jump if his MP ever reaches negative, so this technique is not good to use on Firen/Dennis because of their D>J!).

(have also replied in hebrew site)
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
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