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Can't make Firen's punches hit
#11
Okay, I just tested this problem myself. Firen's itrs don't seem to work properly, specifically his normal punch, picking weapons and run attack. This also happens even if I used normal Firen's data. However, when I used my modified data, the problem fixed itself. My first attempt to narrow down the problem is to remove the encryption symbols on the names, that didn't work.

The real suspect turns out to be Louis. His D>A DJA is bugged because he has too many itrs in those frames 321-327 - you should only ever have 5 itrs in the same frame or else the game would crash or have some weird effect. In this case, it causes Firen's punch to stop working.
Problematic Louis Code (Click to View)


In order to fix this bug, all you have to do is fix the ITRs in these frames. This is the code I used. It doesn't perfectly replicate the original data (in fact I nerfed the move a bit), but it should fix all the problems:
    DC-Code:
<frame> 321 ???
   pic: 106  state: 3  wait: 0  next: 322  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0  mp: 2140
   wpoint:
      kind: 1  x: 41  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 322 ???
   pic: 106  state: 3  wait: 15  next: 323  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0  hit_Fa: 329
  sound: data\095.wav 
   wpoint:
      kind: 1  x: 41  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 323 ???
   pic: 107  state: 3  wait: 2  next: 324  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\055.wav 
   wpoint:
      kind: 1  x: 33  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 40  y: -500  w: 495  h: 600  dvx: 24  dvy: -35  fall: 70  vrest: 30  bdefend: 100  injury: 105  effect: 3  zwidth: 80
   itr_end:
   itr:
      kind: 0  x: -455  y: -500  w: 495  h: 600  dvx: -24  dvy: -35  fall: 70  vrest: 30  bdefend: 100  injury: 105  effect: 3  zwidth: 80
   itr_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 324 ???
   pic: 108  state: 3  wait: 2  next: 325  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 32  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 40  y: -500  w: 495  h: 600  dvx: 20  dvy: -30  fall: 70  vrest: 30  bdefend: 100  injury: 86  effect: 3  zwidth: 80
   itr_end:
   itr:
      kind: 0  x: -455  y: -500  w: 495  h: 600  dvx: -20  dvy: -30  fall: 70  vrest: 30  bdefend: 100  injury: 86  effect: 3  zwidth: 80
   itr_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 325 ???
   pic: 109  state: 3  wait: 2  next: 326  dvx: 0  dvy: 0  dvz: 0  centerx: 42  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 40  y: -500  w: 495  h: 600  dvx: 16  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 86  effect: 3  zwidth: 80
   itr_end:
   itr:
      kind: 0  x: -455  y: -500  w: 495  h: 600  dvx: -16  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 86  effect: 3  zwidth: 80
   itr_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 326 ???
   pic: 119  state: 3  wait: 2  next: 327  dvx: 0  dvy: 0  dvz: 0  centerx: 42  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 49  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 327 ???
   pic: 129  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 34  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>


EDIT:
LF2 v2.0a is the only version that can use mirror sprites. Anything older (eg: 2.0, 1.9c, 1.9) won't accept mirror sprites
[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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#12
Your explanation was right.
Stm1993 got something, maybe that fixes your problem.

He won the internet, today.

EDIT: Ninja'd :ninjad:
" LF2 Against The Evils", my first LF2 video series.
Check my channel :D :-

Litte Fighter Videos  <-- This is a link! Click This!
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#13
(06-10-2015, 03:21 PM)STM1993 Wrote:  Okay, I just tested this problem myself. Firen's itrs don't seem to work properly, specifically his normal punch, picking weapons and run attack. This also happens even if I used normal Firen's data. However, when I used my modified data, the problem fixed itself. My first attempt to narrow down the problem is to remove the encryption symbols on the names, that didn't work.

The real suspect turns out to be Louis. His D>A DJA is bugged because he has too many itrs in those frames 321-327 - you should only ever have 5 itrs in the same frame or else the game would crash or have some weird effect. In this case, it causes Firen's punch to stop working.
Problematic Louis Code (Click to View)


In order to fix this bug, all you have to do is fix the ITRs in these frames. This is the code I used. It doesn't perfectly replicate the original data (in fact I nerfed the move a bit), but it should fix all the problems:
    DC-Code:
<frame> 321 ???
   pic: 106  state: 3  wait: 0  next: 322  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0  mp: 2140
   wpoint:
      kind: 1  x: 41  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 322 ???
   pic: 106  state: 3  wait: 15  next: 323  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0  hit_Fa: 329
  sound: data\095.wav 
   wpoint:
      kind: 1  x: 41  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 323 ???
   pic: 107  state: 3  wait: 2  next: 324  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\055.wav 
   wpoint:
      kind: 1  x: 33  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 40  y: -500  w: 495  h: 600  dvx: 24  dvy: -35  fall: 70  vrest: 30  bdefend: 100  injury: 105  effect: 3  zwidth: 80
   itr_end:
   itr:
      kind: 0  x: -455  y: -500  w: 495  h: 600  dvx: -24  dvy: -35  fall: 70  vrest: 30  bdefend: 100  injury: 105  effect: 3  zwidth: 80
   itr_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 324 ???
   pic: 108  state: 3  wait: 2  next: 325  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 32  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 40  y: -500  w: 495  h: 600  dvx: 20  dvy: -30  fall: 70  vrest: 30  bdefend: 100  injury: 86  effect: 3  zwidth: 80
   itr_end:
   itr:
      kind: 0  x: -455  y: -500  w: 495  h: 600  dvx: -20  dvy: -30  fall: 70  vrest: 30  bdefend: 100  injury: 86  effect: 3  zwidth: 80
   itr_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 325 ???
   pic: 109  state: 3  wait: 2  next: 326  dvx: 0  dvy: 0  dvz: 0  centerx: 42  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 40  y: -500  w: 495  h: 600  dvx: 16  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 86  effect: 3  zwidth: 80
   itr_end:
   itr:
      kind: 0  x: -455  y: -500  w: 495  h: 600  dvx: -16  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 86  effect: 3  zwidth: 80
   itr_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 326 ???
   pic: 119  state: 3  wait: 2  next: 327  dvx: 0  dvy: 0  dvz: 0  centerx: 42  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 49  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 327 ???
   pic: 129  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 34  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>


EDIT:
LF2 v2.0a is the only version that can use mirror sprites. Anything older (eg: 2.0, 1.9c, 1.9) won't accept mirror sprites

Cool! It seems to work, I'll play around with it a bit :) Thanks alot!
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