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Everything posted by Altimor
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You can still cancel into a jump and cancel prejump into blitz.
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Tension gain modifier Tension pulse < -12500 = 25 Tension pulse >= -12500 = 50 Tension pulse >= -7500 = 75 Tension pulse >= -3750 = 90 Tension pulse >= -1250 = 100 Tension pulse >= 1250 = 125 Tension pulse >= 5000 = 150 100 really means 100 and not 1.0 Truncated after modifiers are applied Having a tension penalty active adds a 20% modifier Penalties are 6 seconds for RC, 1 second for FD, 4 seconds for dead angle, and 10 seconds for negative penalty Penalties do not stack and do nothing if the current penalty timer is longer than the new penalty Being 875,000 Guiltymeters or more away adds an 80% modifier (http://i.imgur.com/Nloo8VL.jpg) Being 1,312,500 Guiltymeters or more away adds a 60% modifier (http://i.imgur.com/6JJoeWR.jpg) For run/forward dash tension: 60% modifier during the first 9 frames 50% modifier during frame 62 onwards Tension pulse Has a minimum of -25000 and a maximum of 25000 Decreases by 1 per frame when 7500 or below Decreases by 3 per frame when above 7500 Decreases by 8 per frame when tension pulse penalty is 360 or greater Still changes during hitstop, but not super freeze While 280,000 Guiltymeters or more away (http://i.imgur.com/gw3VNfs.jpg): Decreases by 6 per frame when moving backwards Decreases by 100 per frame during the first 6 frames of a backdash and by 30 during subsequent frames Decreases by 150 per frame during the first 6 frames of an air backdash and by 45 during subsequent frames Landing an attack will increase it by 5 * damage Having an attack blocked will increase it by 2 * damage Instant blocking increases it by 1000 Walking forward increases it by .07 * tension gain modifier per frame Airdashing forward increases it by .05 * tension gain modifier per frame Running or dashing forward increases it by .12 * tension gain modifier per frame (See the running frame modifiers under the tension gain modifier section) Tension pulse penalty (separate from negative penalty) Has a minimum of 0 and a maximum of 1800 Resets when negative penalty is incurred Always increments by 1 every frame While 280,000 Guiltymeters or more away (http://i.imgur.com/gw3VNfs.jpg): Increases by .2 * tension pulse penalty gain modifier per frame when moving backwards Increases by .5 * tension pulse penalty gain modifier per frame during a backdash or air backdash Landing an attack halves it and subtracts 300 Having an attack blocked decreases it by 60 Decreases by 3 every frame you move forward Tension pulse penalty gain modifier Tension pulse < -17500 = 350 Tension pulse >= -17500 = 250 Tension pulse >= -12500 = 200 Tension pulse >= -7500 = 150 Tension pulse >= -5000 = 125 Tension pulse >= -2500 = 100 Being less than 437,500 Guiltymeters away adds a 50% modifier (http://i.imgur.com/fgc3yYu.jpg) Being 875,000 Guiltymeters or more away adds a 150% modifier (http://i.imgur.com/Nloo8VL.jpg) For some reason all of this resets if both you and your opponent have both AFK'd for 360 frames
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Certainly doable. I'll try to make it show the minimum and maximum stun a combo can do, since I believe Xrd has randomized stun.
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My bad, the link was missing a character from the end
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Added GIF mode, toggle with F1 EDIT: There's one last bug to fix and it's pretty weird, player models stretch horizontally the higher they go in GIF mode
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Yes Pushboxes act as hurtboxes for throws btw
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Update: Now accounts for objects' angle and size http://images.akamai.steamusercontent.com/ugc/322374420289698008/8AD87218D5BEA4DF6E6D636C21E03B1D41368777/
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It's probably because they reuse animation frames from startup for their recovery frames. They have the same hitboxes, they just go inactive.
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Oh yeah, objects probably have an angle field I'm not accounting for. I'll take a look.
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Updated, now supports projectiles and shows inactive boxes as hollow
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I have projectiles working now, the only problem left is telling whether a projectile is active. Millia's h tandem top and dust are good examples, both exist way before they go active.
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I don't know what causes this, but it seems to be related to that particular attack and isn't a general scaling problem (Axl's pokes are all accurate) or a problem with Sin's hurtboxes.
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Updated, now follows camera rotation properly http://images.akamai.steamusercontent.com/ugc/368534884782863433/45E8D015FE0257AF50F25C51B5B23458D58180EB/
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Xrd doesn't use Valve Anticheat
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That shows attached projectiles like from dusts, but not real projectiles.
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Yea, projectiles don't show yet. I'm looking into it but this game is very strange to work with. There are also some extra flags I need to deal with, eg Leo's parry shows its hitbox constantly even if it's not triggered.
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Update 2016-01-24 19:27: Now follows camera angle properly Update 2016-02-01 14:35: Now supports projectiles and shows inactive boxes as hollow Update 2016-02-06 22:14: Now accounts for objects' angle and size Update 2016-04-12 00:46: Now shows pushboxes and throwboxes, has a special color for hurtboxes in counterhit state Update 2016-04-12 18:14: Fixed a bug that caused throw range to be displayed improperly Update 2016-04-12 22:49: Added GIF mode, toggle with F1 Update 2016-04-12 23:30: Disabled hit detection in GIF mode for close normals Update 2016-04-13 12:04: Added F2 to toggle gravity for better shots of jumping attacks Update 2016-04-13 13:21: Now shows throw invulnerability (hollow pushbox) Update 2016-04-16 04:29: Major throwbox and pushbox accuracy improvements, now shows wakeup invuln and throw invuln in OTG state Screenshot: http://images.akamai.steamusercontent.com/ugc/368534884780137781/E7DD042A2841104516254BA4C392E506F852FB8A/ Download: https://mega.nz/#!RsBzBZJD!kf03isc1ZU0BNikg1uqmuoJndKZCmpeZLKh3KcOduLU DLL source code: https://gist.github.com/AltimorTASDK/e236da6255d16b3ddd3e Injector source code: https://gist.github.com/AltimorTASDK/a3bd33e2c0518be45c92 How to use: Open GGXRD Run injector Press buttons