freeze/stun

Gurtag

Active member
hey guys, does anyone know of a way or script to prevent freeze/stuned enemies to get knock down by default when hit?
 
These values that are inserted into the entity's header can help you:

Code:
knockdowncount {int}

~This setting makes entity more resistent to knockdown attacks. To knock down this entity, either 'attack' with same or higher power than {int} or {int} consecutive knockdown attacks must hit this entity.
~If the above requirements is not fulfilled, the entity will play PAIN animation instead if hit by an attack. Played PAIN animation correspond to attacktype that hits the entity.
~If {int} = -1, the entity will always be knocked down even if hit by non knockdown attack.


nodrop {int}

~Determines entity's resistance to knockdown attacks.
0 = Entity can be knocked down (default)
1 = Entity can't be knocked down. Can still be knocked down if hit in midair.
2 = Entity can't be knocked down even if hit in midair.
~This entity will play corresponding PAIN animation if knockdown attack hits him/her/it. For instance, attack3 will make this entity play PAIN3 even if it's a knockdown attack.
~Throwing with THROW can still knockdown this entity.
~If this entity dies, he/she will play FALL animation or DEATH if it's available and set.


defense {type} {factor} {pain} {knockdown} {blockpower} {blockthreshold} {blockratio} {blocktype}

~Modifies damage received by given attack type by {factor}.
~For example: "defense normal3 0.6" will decrease attack3 damage to 60%, whereas "defense blast 1.4" will increase blast damage to 140%.
~{factor} could be negative and make the damage restore HP instead. For example: -1 makes the entity regains HP from the respective attack instead being damaged.
~Accepted types are exactly sames with 'offense' (see above).
~{pain} is for setting 'nopain' (see above) effect just for this {type}. If received damage (with same type) is less than {pain}, entity won't be in PAIN (like nopain) however if damage is higher, entity will play PAIN
~{knockdown} works with 'knockdowncount' (see above) and attackbox{#}'s {power} (see Animation Data below). Incoming attack's (with same type) knockdown effect or {power} will be multiplied with {knockdown} before it effects entity. For instance, with 'knockdown = 0.5', it would half knockdown effect from attacks of this type.
~{blockpower} works with attack{#}'s {unblockable} (see Animation Data below). If {blockpower} exceeds the latter's value, this entity can block attacks of this type.
~{blockthreshold} works just like 'thold' (see above) but just for this type. If received damage (with same type) is higher than {blockthreshold}, entity can't block the attack.
~{blockratio} works just like 'blockratio' (see above) but just for this type except that this sets ratio instead. For instance, 'blockratio = 0.5' makes blocked attack (of this type) deals half damage.
~{blocktype} works just like 'mpblock' (see above) but just for this type except that this sets which resource will take the damage instead.
-1 = HP only
0 = Use global 'mponly' setting
1 = MP then continue to HP if MP reaches 0
2 = Both MP and HP
 
thanks for the help man, however i dont want the enemies be unable to get knoked down, just remove if posible that default behavior when they are freeze/stun and get hit by a not knok down attack for example.
 
Ah, now I understand. I think I misunderstood you.

That behavior is predetermined as you say. If you are frozen and they hit you, it is a knowdown, as it says here:

Code:
freeze {x} {y} {right} {down} {damage} {time} {block} {noflash} {pausetime} {z}

~A paralyzing attack box which can hit bboxes.
~Unless otherwise specified, this works exactly like an 'attack' command.
~The target will be frozen solid for {time}. They will be unable to attack, move, use specials, etc. If they have an fmap, they will change to that pallete.
~{time} is measured in seconds.
~Any attacks to a frozen target will cause knockdown. Freeze attacks on their own do not knock enemies down (Unless they were frozen to begin with).

To avoid that, you will have to use scripts. Do you know how to use them? Right now I can't think of any method, although I think it shouldn't be too difficult.
 
So, if one enemy with a combo (with pausetime enabled in every attackbox) attacks a character, and another enemy attacks with his own during the pausetime, it's knockdown regardless?

Thanks in advance. It's just like...every time I see another script from another mod and I'm copying it onto mine, it makes me feel like a loser.
 
afhc2x17 said:
Thanks in advance. It's just like...every time I see another script from another mod and I'm copying it onto mine, it makes me feel like a loser.

Don't feel that way afhc2x17. There's no shame at all not knowing something, and the very best method of coding is to look at something already done and reverse engineer it. Obviously you shouldn't just shouldn't copy + paste without making an attempt to understand how it works. You'll just end up even more confused later on. But if you try a function similar to what you need and look at its parts, you'll start to get an understanding. Pretty soon you'll be tweaking little bits of it to your liking, and before you know it you'll be creating on your own.  :)

DC
 
Thanks for the answer, it's just that I'm working on a science field, and there are HARSH penalties for using copy-paste in works, and...that's not correct.

Back into the topic, is stun useful? I've seen the manual and it looks that many of the functions are covered by freeze. Is there another utility for stun? Thanks again.
 
afhc2x17 said:
Thanks for the answer, it's just that I'm working on a science field, and there are HARSH penalties for using copy-paste in works, and...that's not correct.

Well sure, in academia. We do have some cases of plagiarism that go around here, but those are dealt with when they happen. Again, if you are trying to learn, no one is going to eat your lunch.  :)

Back into the topic, is stun useful? I've seen the manual and it looks that many of the functions are covered by freeze. Is there another utility for stun? Thanks again.

No matter what, Freeze forces a remap of some kind, and there was no way to remove that without breaking backward compatibility. Stun does the exact same thing as freeze, it just doesn't have a default remap effect. That's the only difference between them.

DC
 
afhc2x17 thats wrong way to perceive learning, it slike expecting to pass driving license without any reading, good luck .
I still copy paste my own scripts, and i feel like a noob no.1 here, and its a great feeling  8)
 
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