There is one value that makes objects invincible. We defined it as 'blink' in AI scripts.
If it's 0, an object can be hit. If it's above, it will run down continuously until it hits 0.
State 14 sets this value to about 30 I think, and the character will blink until it reaches 0 again.
You can simply make your character not use state 14 and overwrite all falling frames, but without it you cannot detect death and have him stay inside a certain frame upon 0hp for a death animation. So that's not the solution.
If you know your LF2 or took my previous hint you will know the second way to manipulate the blink value of an object: Rudolfs invisibility. Rudolf uses next: 1280, which sets the value to 180. If you use next: 1100 it sets the value to 0. Do that from a state 14 frame and you can skip any blinking.
Pretty simple if you think about it, but has it been done before?
I think this can be a great character feature, if you apply it correctly.
(in fact you can also use other next values to simply trim the blink time of the character to your liking)
If it's 0, an object can be hit. If it's above, it will run down continuously until it hits 0.
State 14 sets this value to about 30 I think, and the character will blink until it reaches 0 again.
You can simply make your character not use state 14 and overwrite all falling frames, but without it you cannot detect death and have him stay inside a certain frame upon 0hp for a death animation. So that's not the solution.
If you know your LF2 or took my previous hint you will know the second way to manipulate the blink value of an object: Rudolfs invisibility. Rudolf uses next: 1280, which sets the value to 180. If you use next: 1100 it sets the value to 0. Do that from a state 14 frame and you can skip any blinking.
Pretty simple if you think about it, but has it been done before?
I think this can be a great character feature, if you apply it correctly.
(in fact you can also use other next values to simply trim the blink time of the character to your liking)
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves