Grab time

There's no grab timer IOW once player grabs an enemy, they'll be in grabbing state forever

The only way enemy could escape from grabs is if he/she has SPECIAL animation (and has enough HP/MP if that animation is costly). Even so the timer is fixed yet depends on PAIN delay. In detail, enemy with SPECIAL animation won't break free if player grabattacks him/her quickly and his/her PAIN is too long
 
Bloodbane said:
There's no grab timer IOW once player grabs an enemy, they'll be in grabbing state forever

The only way enemy could escape from grabs is if he/she has SPECIAL animation (and has enough HP/MP if that animation is costly). Even so the timer is fixed yet depends on PAIN delay. In detail, enemy with SPECIAL animation won't break free if player grabattacks him/her quickly and his/her PAIN is too long

This is partially correct, but there is a bit more to it you might need to know. It's true that by default you can hold indefinitely (same as in SOR series). However, there IS a release timer called release_time. While entity grabs an opponent and player is not holding back command, this value continuously updates to a calculated amount ahead of elapsed time (~one second of real time). If the player is holding back and elapsed time exceeds this value, the grabbed entity is released.

Without that delay, grabbing would be awkward to control - you'd be constantly letting go by accident, and backward grab commands would be impossible to execute.

Another thing to note, every entity has a generic timer called stall_time. Any time an entity's stall time exceeds current elapsed time, the entity is unable to take another action. When an entity is first grabbed, it is given a stall time of current elapsed time + 150 centiseconds (about 1.5 seconds of real time). So basically, for 1.5 seconds of real time, the grabbed entity cannot do anything. As soon as that 1.5 seconds is up, the grabbed entity is free to try taking action. AI controlled entities will immediately use the Special animation if they have it.

Currently these timers are all hardcoded. They are open in in the next release I'm working on, but right now you'll need to manually set up your own delay system if you want to override them.

DC
 
Thank you! Now I understand better.
For curiosity, in the particular case of an enemy without MP, and with a SPECIAL without MP cost. Will he execute a SPECIAL always he is caught? The time to perform SPECIAL is always the same? I don't have time to do all the grabattacks (grabattack x 2 + grabattack2). This enemy (and many others with SPECIAL) always released just before grabattack2, don't let me execute the complete combo.
 
Toranks said:
Thank you! Now I understand better.
For curiosity, in the particular case of an enemy without MP, and with a SPECIAL without MP cost. Will he execute a SPECIAL always he is caught? The time to perform SPECIAL is always the same? I don't have time to do all the grabattacks (grabattack x 2 + grabattack2). This enemy (and many others with SPECIAL) always released just before grabattack2, don't let me execute the complete combo.

The timing is always the same. AI does follow the same energy rules you do, but by default their specials are set not to have any cost. Be aware the default AI has no understanding of energy management. It will drain itself to the last point without thinking twice.

DC
 
Back
Top Bottom