Difference between revisions of "Basics"

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AE MOD - Basic Systems
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===Saving Cancels===
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'''[[Image:SC.PNG]]RIPTS'''<br>
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Change EX_SAVING total duration to 3 or 2 <br>
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ETC - add (GFX2|SavingAtk_2nd)/(0006|22) for the flash <br>
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SFX - add (NORMAL|138) for the sound <br>
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'''MOVES'''<br>
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Duplicate SAVING_EX <br>
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SAVING EX 1 - Meter use 250 <br>
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SAVING EX 2 - Meter use 500 <br>
  
===Chains===
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'''CANCEL LIST''' <br>
If character has chains, make them delay cancellable.  
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SAVING EX 1 - goes in S[[Image:8.png|25px]]ER MOVE <br>
Just make 3 cancel list entries:
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SAVING EX 2 - goes in S[[Image:8.png|25px]]ER COMBO <br>
one that lets you mash LP / LK.
 
One that leads to medium.
 
And another that leads to hard.
 
I add air moves to the same list if there are aircombos, since you can’t do air moves on the ground and vice versa.
 
In a move’s cancels, that means if it’s a light attack you make one entry for mash LP / LK, one for “medium chain” and one for “super moves”. In medium attack you just make “hard chain” and “super move” entries. Time works the same way.
 
  
===Saving Cancels===
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===Alpha Counters===
To make an RC that doesn’t look like shit in ONO, make the EX_SAVING animation have 2 total frames (or less but 2 is fine) in the script header, then go to ETC and change the first shortparam (starts at frame 1 ends at frame 2) to 22 (SavingAtk_2nd). That creates a flash effect.
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   [[Image:4.png|25px]] [[Image:MP.png|25px]] [[Image:MK.png|25px]] |  ALL_BUTTONS, STRICT_STICK, ON_PRESS
Agreed on RC cost is 1 bar for normal cancels (put this in Super Moves cancel list) and a duplicate of EX_Saving that costs 2 bars (put this in Super Combo cancel list).
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*Just use SAVING3 script.  
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*Use the SAVING3 Hitbox table.
===Alfalfa Counters===
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**DMG: 10
   -> MP MK |  ALL_BUTTONS, STRICT_STICK, ON_PRESS
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**STUN: 0
Just use SAVING3 animation for this.
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**EFFECT: 0005 B[[Image:LOW.PNG]]_SH for standing crouching and air
Change the startup SPEED to like, 5 or something?
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**ForceX: 0.05 ForceY 0.07 seems about perfect.
Hitbox starts at frame 3.
 
You can change the animation too, just adjust the TOTALFRAMES and where the animation starts in the FROM FRAME/ TO FRAME sections. Please do this! Or it will look very bad!
 
Total Frames: 57 seems to be the sweet spot for not hitting the opponent off juggle, but not letting them get in on you before you can block.
 
Use the SAVING3 Hitbox table.
 
DMG: 10
 
STUN: 0
 
EFFECT: 0005 BLOW_SH for standing crouching and air
 
ForceX: 0.05 ForceY 0.07 seems about perfect.
 

Latest revision as of 02:26, 22 January 2018

Saving Cancels

SC.PNGRIPTS
Change EX_SAVING total duration to 3 or 2
ETC - add (GFX2|SavingAtk_2nd)/(0006|22) for the flash
SFX - add (NORMAL|138) for the sound

MOVES
Duplicate SAVING_EX
SAVING EX 1 - Meter use 250
SAVING EX 2 - Meter use 500

CANCEL LIST
SAVING EX 1 - goes in S8.pngER MOVE
SAVING EX 2 - goes in S8.pngER COMBO

Alpha Counters

 4.png  MP.png MK.png |  ALL_BUTTONS, STRICT_STICK, ON_PRESS
  • Just use SAVING3 script.
  • Use the SAVING3 Hitbox table.
    • DMG: 10
    • STUN: 0
    • EFFECT: 0005 BLOW.PNG_SH for standing crouching and air
    • ForceX: 0.05 ForceY 0.07 seems about perfect.