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Author Topic: Fire Emblem's Lucina PSA - WELCOMING AID!  (Read 186917 times)
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Nao-chan
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    « Reply #225 on: April 15, 2014, 06:17:00 PM »


    Thanks. So just that one LA-Bit[100] makes her not go into special fall?
    « Last Edit: April 15, 2014, 06:18:53 PM by Naoto-san » Logged

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    « Reply #226 on: April 15, 2014, 06:33:18 PM »


    No, that just prevents her from doing her Special Hi again.

    Can you test to see if it doesn't freeze or anything?
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    « Reply #227 on: April 15, 2014, 07:02:03 PM »


    Yeah sure, I will soon I'm working on a few other things right now.

    EDIT: I tested your coding Tidus. It didn't work. Basically it just forced you into her AttackAirHi instead of giving you the option to do it manually. Which led to the fact that she never gained height at all during both versions of the move, and pretty much just helplessly falling off stage.
    « Last Edit: April 16, 2014, 12:32:00 AM by Naoto-san » Logged

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    « Reply #228 on: April 16, 2014, 05:44:43 AM »


    thats becuase the attack airhi doesnt have an exit put this on any tab of the attack upairhi it wont affect anything just add this on any part of any tab

    Change action to 0 requirement :on the ground
    Additional requirement:animation end
    Change action to 14 requirement on the air
    aditional requirement animation end

    also tidus you need to clear the bit or it will be stuck on True

    you need to put the command
    bit variable clear labit100=false
    on the following subactions on any tab on the beggining of any :
    entrys
    wait1
    all lands including aerial lands hard lands light lands etc.
    edje grab
    damaged subactions so when your damaged you can use up special again
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    « Reply #229 on: April 16, 2014, 05:46:57 AM »


    The bit gets cleared on the landing subactions. Although I did forget about the waits abd entrys.

    But entry shouldn't matter, should it? The bit only gets set at the end of the specialhi.

    Anways, I'll check the code again.
    « Last Edit: April 16, 2014, 05:49:53 AM by Tidus » Logged



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    « Reply #230 on: April 16, 2014, 05:53:08 AM »


    The bit gets cleared on the landing subactions. Although I did forget about the waits abd entrys.

    But entry shouldn't matter, should it? The bit only gets set at the end of the specialhi.

    Anways, I'll check the code again.
    you still need to clear it on wait1 entrys ,edje grabs and damage subaction or it wont work correctly liek it should and you need an exit on the atack air hi like i said abode or it will end the aniamtion and wont change to wait1 or fall sinc theres no intructions.
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    « Reply #231 on: April 16, 2014, 05:55:39 AM »


    That's definitely true since she'd just get stuck in her aerial fall pose until you move.
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    « Reply #232 on: April 16, 2014, 06:08:57 AM »


    Alright, added the clear variable to all the waits, entry, ledge grab, air damage subaction, and landing after an aerial attack.

    Also added the change action stuff in attack air hi. Even though it felt extremely weird to do so.

    https://www.dropbox.com/s/lsv41frlrbcpq92/FitMarth%20up%20special%20rework.pac
    « Last Edit: April 16, 2014, 06:11:38 AM by Tidus » Logged



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    « Reply #233 on: April 16, 2014, 06:18:05 AM »


    Alright I'll test it later today.
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    « Reply #234 on: April 16, 2014, 07:05:14 AM »


    Alright, added the clear variable to all the waits, entry, ledge grab, air damage subaction, and landing after an aerial attack.

    Also added the change action stuff in attack air hi. Even though it felt extremely weird to do so.

    https://www.dropbox.com/s/lsv41frlrbcpq92/FitMarth%20up%20special%20rework.pac
    what happens when you use the upaerial is that it uses its own action which we cant see becuase its a comon action which has an exit of their own since you using the special action to go directly to the atack up airhi you dont use that action so you dont use the exit that is set on aerial attacks.
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    « Reply #235 on: April 16, 2014, 10:37:15 AM »


    1 request can u change her counter to the down b again
    and have her side b as a dancing blade
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    « Reply #236 on: April 16, 2014, 01:00:36 PM »


    1 request can u change her counter to the down b again
    and have her side b as a dancing blade


    Well, they are going for Lucina's roots from Fire Emblem Awakening. If you did play Awakening, you might've noticed she never had access to the ability Counter. So her Down-B is completely different now. And her Side-B, is a dancing blade except its different. They are balancing her out. And I find her better than the 1.5 version. So, yeah I love where it's going.  Smiley

    If you want the one with the counter, here it is: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31406
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    « Reply #237 on: April 16, 2014, 01:13:31 PM »


    the side b isnt doing anything for me it doesnt do any damage and just has her doing an animation
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    « Reply #238 on: April 16, 2014, 01:15:44 PM »


    The FE Characters never had Counter because of an ability that they had. They had counter because of their ability to strike twice if they had high enough speed.

    Just some clarification.
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    « Reply #239 on: April 16, 2014, 01:24:03 PM »


    how do u use her dancing blade
    i use the side b and i just see an animation of her putting up a sword nothing else
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