Solved guard break question.

Question that is answered or resolved.

DD Tokki

Well-known member

Hello, I have a question about guard break.
I used Psychoball twice like Athena in the video
and reduced the enemy's guard points to 0, then I tried grab
and the enemy did a guard break.
I don't want this to happen when I try grab. Is there a way?

1. I want to make a guard break motion appear in a normal attack.
2. I don't want a guard break motion to appear in a grab motion.
 
Solution
@DD Tokki Sorry buddy, I saw your post but I was fixing some SORX issues and forgot to post the solution.

I believe you are talking about the behaviour of the video, to bypass it you can use the code below. It will check if the character is grabbed during the guard break animation, then changing the animation if it's necessary.

Code:
Code:
void grabCheck()
{
    void self = getlocalvar("self");
    void opponent = getentityproperty(self, "opponent");
    void grabbing = getentityproperty(opponent, "grabbing");

    //CHECK IF THE OPPONENT IS GRABBING SELF DURING A GUARD BREAK STATUS
    if(grabbing == self){
        changeentityproperty(self, "animation", openborconstant("ANI_GRABBED"));
    }
}

How to use:
Code:
anim guardbreak...
C:
anim    grab
    loop    0
    cancel    0 1 0 u a2 freespecial6
    cancel    0 1 0 d a2 freespecial8
    cancel    0 1 0 f a2 freespecial7
    cancel    0 1 0 b a2 freespecial7
    cancel    0 1 0 a2 freespecial5
    cancel    0 1 0 a3 freespecial10
    delay    1
    offset    21 90
    bbox    -1 0 45 86
    attack    0 0 0 0 0 0 0 0 0 0
    @cmd    degravity    -0.5
    frame    data/sprites/sprite/chara/10a/grab.gif

When the enemy's guard point is 0,
it seems to be recognized as an attack even though the player has no attack box or guard cost.
It doesn't progress because the guard break action takes priority.
 
I want to make more progress with game development, so I plan to put on hold or give up on the guard break system that has stopped progressing for now.
 
I want to make more progress with game development, so I plan to put on hold or give up on the guard break system that has stopped progressing for now.
I don't know if @DCurrent himself can help here.
Sure it sounds strange. But I'm the worst person to be able to help in such problem.
If he cannot help here, this guard break can be to complete later.
 
I don't know if @DCurrent himself can help here.
Sure it sounds strange. But I'm the worst person to be able to help in such problem.
If he cannot help here, this guard break can be to complete later.
Unfortunately,
the reason I didn't name anyone was because I wanted someone who thought they could help me to do so.
But since no one has come in two days, I'm going to put the guard break on hold and do something else first.:(

I don't think it's right for me to single out a specific person when I'm receiving help from many people. I think it's better for someone who really wants to help to come.
 
Last edited:
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Unfortunately,
the reason I didn't name anyone was because I wanted someone who thought they could help me to do so.
But since no one has come in two days, I'm going to put the guard break on hold and do something else first.:(

I don't think it's right for me to single out a specific person when I'm receiving help from many people. I think it's better for someone who really wants to help to come.
Yes ! You're right.
Hope fully someone with actual coding skills (not me) can show and give you a help so you can fix this bug later.

It's a good choice to go ahead for now, so the project can progress on other parts, characters etc.
 
Hey guys, sorry I missed this. I'm not quite sure I understand the problem due to translation issues though.
It's okay.
There are many sentences that I can't understand because I don't speak English well.

To summarize, if you make the enemy's guard point 0 and try to grab,
the guard break action will occur.
 
  • Like
Reactions: NED
@DD Tokki Sorry buddy, I saw your post but I was fixing some SORX issues and forgot to post the solution.

I believe you are talking about the behaviour of the video, to bypass it you can use the code below. It will check if the character is grabbed during the guard break animation, then changing the animation if it's necessary.

Code:
Code:
void grabCheck()
{
    void self = getlocalvar("self");
    void opponent = getentityproperty(self, "opponent");
    void grabbing = getentityproperty(opponent, "grabbing");

    //CHECK IF THE OPPONENT IS GRABBING SELF DURING A GUARD BREAK STATUS
    if(grabbing == self){
        changeentityproperty(self, "animation", openborconstant("ANI_GRABBED"));
    }
}

How to use:
Code:
anim guardbreak
    loop    0
    delay    4
    offset    143 192
    bbox    132 118 35 76
    @cmd grabCheck
    @cmd sound "data/sounds/sor3_guardbreak.wav"
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png

 
Solution
@DD Tokki Sorry buddy, I saw your post but I was fixing some SORX issues and forgot to post the solution.

I believe you are talking about the behaviour of the video, to bypass it you can use the code below. It will check if the character is grabbed during the guard break animation, then changing the animation if it's necessary.

Code:
Code:
void grabCheck()
{
    void self = getlocalvar("self");
    void opponent = getentityproperty(self, "opponent");
    void grabbing = getentityproperty(opponent, "grabbing");

    //CHECK IF THE OPPONENT IS GRABBING SELF DURING A GUARD BREAK STATUS
    if(grabbing == self){
        changeentityproperty(self, "animation", openborconstant("ANI_GRABBED"));
    }
}

How to use:
Code:
anim guardbreak
    loop    0
    delay    4
    offset    143 192
    bbox    132 118 35 76
    @cmd grabCheck
    @cmd sound "data/sounds/sor3_guardbreak.wav"
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png
    frame    data/chars/bosses/barbon/grabbed00.png
    frame    data/chars/bosses/barbon/grabbed01.png


This script makes it clear that normal attacks and grab attacks are distinct. It works perfectly. Thank you.
 
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