how to keep blocking after blockpain

  • Thread starter Thread starter Rayzero-x
  • Start date Start date
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Rayzero-x

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does anyone think they can tell me how to keep blocking after blockpain's been reached?, after blockpain the player just goes back to the idle anim and does not continues to block.
 
You can set it on character's header:

With this line :

Code:
holdblock 1

Normally you should have the block working the way you like.
For more info, check the manual.

Good luck.
 
somehow it magically doesnt work for me, i have this in header but when i get hit then blockpain plays once then goes back to idle animation

name heffer
health  100
speed  17
running 46 6 1.5 1 1
type player
gfxshadow 1
#nolife  1
jumpheight 7
jumpspeed 30
jumpmove  4  4
nodieblink  2
falldie  1
icon  data/chars/hef/icon.gif 1
palette data/chars/hef/gidle1.gif
  alternatepal    data/chars/hef/idle1m1.gif
  alternatepal    data/chars/hef/idle1m2.gif
    alternatepal    data/chars/hef/idle1m3.gif
dust  dust
grabdistance 45
    candamage    enemy obstacle  npc
knife  spark
blockback  1
blockpain  1
holdblock  1
bounce 0
nodrop  1
 
I had this same problem the other day, after doing it 5 times over it seemed to work  :o

Do you need to declare holdblock before blockpain etc maybe?
do you need to add 'ajspecial 1' to make it work?

Honestly I've had this issue a few times before, gave up and used script method instead.
 
i dont remember, but is something related to when you are using blockpain, like if using blockpain use holdblock 2
without using blockpain use holdblock1 i think is it, i dont remember...
 
yeah it works with holdblock 2 but again it plays blockpain and entire block animation again, i wanted after blockpain ends to go back to last frame of block animation, the one which is visible when you hold block, i dont want entire block to be played everytime blockpain ends.
 
i remember the changes  on blockpain and holdblock where made when pierwolf was creating that knights and dragons mod, it was something related to his project that caused the change on the engine, i dont remember what was, but  before the blockpain 1 and holdblock 1  changes they worked with this behavior you looking for
 
yeah it looks weird when plays block anim from beginning after blockpain, so theres no reason to have blockpain if it plays block from beginning anyway.
I thought it will be like in mugen so blockpain starts playing from last block frame and goes back to last block frame.
 
You can do it with script I think.

Code:
anim	freespecial40
	delay	6
	offset	32 100
	frame	data/chars/d-ryu/71.gif
	offset	34 103
	frame	data/chars/d-ryu/72.gif
	@cmd	block 1
	bbox	15 0 38 80
	offset	36 107
	frame	data/chars/d-ryu/73.gif
	bbox	12 0 38 80
	offset	38 108
	frame	data/chars/d-ryu/74.gif
	@cmd	keyflip
	@cmd	keyint "ANI_FREESPECIAL40" 3 "S" 0 0
	frame	data/chars/d-ryu/74.gif
	bbox	15 0 38 80
	offset	36 107
	frame	data/chars/d-ryu/73.gif
	offset	34 103
	frame	data/chars/d-ryu/72.gif
	offset	32 100
	@cmd	block 0
	frame	data/chars/d-ryu/71.gif

There's an explanation somewhere, I can't find it thou.
 
I dont like the new block change at all, now you cant even perform special moves while holding block, before while blocking you could do F,D then release block and press attack and you would do special move like normal and now you have to release block completely to do F,D, A .Also change like that made blocking useless in my old mods cause character now lets block go after one blocked hit and you are exposed to next combo which completely destroyed bllocking mechanics , you have to press block everytime enemy performs attack which is very weird, so now i have to give all characters holdblock 2 to fix this and it worked good entire 2 years or more with holdblock 1, im not a fan of changes implemented like this, if something as important as blocking is being changed so dramatically to being basically useless, unless youre using old build but we dont , especially if we have new mods in progress that use new features.I dont mind changing and adding features for new mods but to turn old feature upside down is another thing, ive never heard of game where character would let blocking go by himself after enemy attack connects so why such behaviour ?
 
if i remember right pierwolf block system on  kinights& dragons v2.0 was something like tap the back button and press attack
then on knight e dragons v 3.0 he changed to a normal block button but with a fatigue system immplemented if you hold button too much i dont remember well in what version the changed was made but i remember that i reported the new block problem and in the same day  the holdblock2 was created
i remember a entire new block code was made to fit the system in knights e dragons, so i think the holdblock 2 is the old code pasted later to fix or rollback the original behavior, but it brokes the old modules blocks
i never checked the source code to see if is really it or the holdblock2 is a entire new code too
 
I think all mods that used holdblock 1 have useless blocking mechanic now but i dont know how many are there, i changed it to holdblock 2 but i hope it will be changed to how it was and holdblock 2 will be the other behaviour where character lets the block go after getting hit.
 
rafhot said:
if i remember right pierwolf block system on  kinights& dragons v2.0 was something like tap the back button and press attack

It's fake block actually, we should say it's counterattack action except that player is moved back instead of counterattacking. That's why it can even 'block' even unblockable attacks
 
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