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.  
 
===Alfalfa Counters===
 
   -> MP MK |  ALL_BUTTONS, STRICT_STICK, ON_PRESS
 
*Just use SAVING3 animation for this.
 
*Change the startup SPEED to like, 5 or something?
 
*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.
 
*Use the SAVING3 Hitbox table.
 
**DMG: 10
 
**DMG: 10
 
**STUN: 0
 
**STUN: 0
**EFFECT: 0005 BLOW_SH for standing crouching and air
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**EFFECT: 0005 B[[Image:LOW.PNG]]_SH for standing crouching and air
 
**ForceX: 0.05 ForceY 0.07 seems about perfect.
 
**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.