jugglecost / jugglepoints

O Ilusionista

Captain 100K
I am trying to make a move which can't combo into itself using jugglecost, but it doesn't works.

I put jugglecost 10 and and set the enemy jugglepoints to 10, but the move still can combo into itself. What is wrong?

anim freespecial8
hitfx data/sounds/cut1.wav
hitflash cut1
loop 0
delay 6
offset 100 124
landframe 5
fastattack 1
followcond 3
followanim 1
jugglecost 10
bbox 80 71 39 56
sound data/chars/blackcat/att4.wav
frame data/chars/blackcat/gancho00.png
bbox 92 71 32 55
delay 2
attack10 117 71 43 29 20 0 0 0 5 10
frame data/chars/blackcat/gancho01.png
attack10 140 73 30 29 20 0 0 0 5 10
frame data/chars/blackcat/gancho02.png
attack10 152 73 30 29 20 0 0 0 5 10
frame data/chars/blackcat/gancho03.png
attack10 163 73 30 29 20 0 0 0 5 10
frame data/chars/blackcat/gancho04.png
attack10 173 73 30 29 20 0 0 0 5 10
frame data/chars/blackcat/gancho04b.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/blackcat/gancho04.png
frame data/chars/blackcat/gancho03.png
frame data/chars/blackcat/gancho02.png
frame data/chars/blackcat/gancho01.png
delay 10
frame data/chars/blackcat/gancho05.png

The move works like Scorpion's spear, so I don't want to be able to grab the enemy over and over.
 
Jugglecost is an attack command, not an animation header. It should follow the attack box declaration. This allows it to be far more versatile, as every attack box in a given animation can have its own jugglecost value.

Code:
Entity Header Command

jugglepoints - The total amount of juggle points an entity has. Defaults to 0. Setting Jugglepoints to -1 will make this entity immune to juggles. See below for more details.

Attack Commands

jugglecost - If the victim is in the air and the attacker's jugglecost is equal to or lower than the victim's total jugglepoints , the attack will connect. If this happens , the jugglecost is subtracted from the victim's juggle points giving them a new (lower) total. If the next attack's jugglecost is still lower than the new value , that too will connect , lowering the total points again. Once jugglecost is higher than the remaining jugglepoints , the attack will not connect.

Defaults to 0.
 
It worked nice for me in fightin spirit mod, works when enemies are in midair, eventually  some attacks should launch enemy so you could continue combo when enemy is in air. Juggling is called juggling when you juggle enemy in air so thats accurate.When jugglecost from attacks is above jugglepoints value then your attack will miss, it doesnt look nice so it has to be setup properly so it doesnt look like game is broken or hitboxes are buggy.
From what i remember you should use jugglecost and points only in playable characters not in enemies.
For that spear you could try to uyse bbox workaround and place spear high but bbox in enemy on the bottom so when hes dizzy after being dragged by spear then spear cant hit him again because bbox is too low in enemy dizzy animaiton, or just use variable to disable  player spear attack when enemy is in dizzy anim or put timer on it in case if you still can juggle him by jumping up with kick and then spear to start combo instead of just spear.
 
I will have to set a variable to avoid this strange behaviour. I don't want the dreadful "walking jab of doom".

And something I noticed: if you hit someone and make a follow anim which have a GRABIN, the attack connects but the enemy won't be grabbed. BlackCat, when hit the enemy with the hook, goes to FOLLOW1 and there is a frame where she needs to auto grab the enemy (in pain2, which have a foward velocity), but she doesn't grabs hi,

I think I will need to script it.
 
Grabin is misdocumented. I've tried to explain but keep getting ignored. All it is does (and is meant to do) is pull the target to a distance.

DC
 
I think that after it hits, opponent is pulled in. Since opponent is so close, grab mechanics is activated

I made a snatch move for certain enemies in which enemy attacks with 0 damage to stun player while moving forward. If player is within enemy's grabdistance, enemy automatically enters grabbing state
 
If you have Crime Buster v2.5 mod, enemy with snatch attack is Angel.

This is her attack:
anim attack1
        range  40 75
        delay  5
        followanim 1
        followcond 3
offset 36 117
        hitfx    data/sounds/block.wav
        bbox 24 13 25 104
        frame data/chars/angel/catch01.gif
        frame data/chars/angel/catch02.gif
        delay  7
        move    12
        bbox 39 19 29 99
        attack  20 26 76 17 0 0 1 1
        frame data/chars/angel/catch03.gif
        frame data/chars/angel/catch03.gif
        frame data/chars/angel/catch03.gif
        attack  63 31 33 21 0 0 1 1
        frame data/chars/angel/catch04.gif
        attack  0
        move    0
        bbox 35 22 30 96
        frame data/chars/angel/catch05.gif
        delay  5
        bbox 28 22 25 96
        frame data/chars/angel/catch06.gif
        bbox 20 13 27 104
        frame data/chars/angel/catch07.gif

anim follow1
delay 1
        move    40
offset 24 97
bbox 20 7 29 91
frame data/chars/angel/grab.gif

anim grab
delay 100
offset 24 97
bbox 20 7 29 91
frame data/chars/angel/grab.gif
        delay  5
offset 32 116
        bbox 22 13 25 104
        frame data/chars/angel/knee01.gif
        frame data/chars/angel/knee02.gif
        bbox 20 21 34 96
attack 43 38 31 40 20 1 1
        dropv  2 2 0
frame data/chars/angel/knee03.gif
        frame data/chars/angel/knee04.gif
        frame data/chars/angel/knee05.gif
        frame data/chars/angel/knee06.gif
        attack  0
        frame data/chars/angel/knee07.gif
        bbox 20 19 26 98
        frame data/chars/angel/knee08.gif
        frame data/chars/angel/knee09.gif

She snatches player then hold the latter for 1 second before she knees him/her
 
first, let me fix something: yeah, juggle works only in airborn enemies (and otg too), not in standing enemies. I could swear it works with standing enemies in Mugen, but its the cornerpush + recoverytime which prevents the infinite. My mistake.

@Blood: your move is different from what I want to do. On your case, you move towards the enemy, while on my move is the opposite. I tried to make the enemy to move towards me with Vulcanic's Moveback, but the enemy pass through the player.

Btw, that Moveback is something which could be hardcoded on the engine: Basically, it moves the target foward/backward upon hit. Something like dropv but works with standing enemies.

I think I will make a topic with those suggestions.
 
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