Freedom Reborn

Freedom Force Forums => Freedom Force Discussion => Topic started by: yell0w_lantern on July 24, 2015, 01:26:51 AM

Title: A Thought About Charging Attacks
Post by: yell0w_lantern on July 24, 2015, 01:26:51 AM
Many years ago with the first game, someone wrote that charging attacks could only be done with animations if the character backed up first.

I was thinking in the shower tonight that aside from doing a custom "speeding bullet" attack, there could be a way to do this.  It would be a little fiddly to implement but would go something like this: the charging animation is made in max and exported with melee contact keynotes.  A built-in character is made with a melee attack that uses the animation.  Then in the editor, crank up the maximum striking distance to the maximum distance traversed by the animation.  Set the Minimum distance close to that (maybe 3 to 5 less) so that the animation doesn't overshoot the target my a mile.  Setting the right distance would take some trial and error until someone works out a conversion factor for the range units.  The other issue I can think of is that the attacker will probably move through intervening solid objects.

Comments?
Title: Re: A Thought About Charging Attacks
Post by: spydermann93 on July 24, 2015, 03:52:35 AM
That's interesting to think about, but it wouldn't really do anything to anybody except for the person being targetted, right?  Unless you have an Arc, I'm guessing, so multiple characters are "chosen".
Title: Re: A Thought About Charging Attacks
Post by: BentonGrey on July 24, 2015, 04:08:18 AM
That's a neat idea, YL.  I've experimented with things sort of like that for ranged/melee atttacks with built-ins, getting the game to fake something with the proper settings.  Giant characters use dinosaur style attacks that look like they just swat someone out of the sky, and stretching characters use ranged attacks that look like melee attacks thanks to good keys.  I'm particularly fond of how Doc Ock has turned out.  Anyway, I think you're absolutely right, and something like this could work, probably even with existing keys with a bit of fiddling.
Title: Re: A Thought About Charging Attacks
Post by: yell0w_lantern on July 24, 2015, 04:23:31 PM
Quote from: spydermann93 on July 24, 2015, 03:52:35 AM
That's interesting to think about, but it wouldn't really do anything to anybody except for the person being targetted, right?  Unless you have an Arc, I'm guessing, so multiple characters are "chosen".

It would ignore everything except what is at the point of contact.  A ranged melee attack would function more like a Direct attack than a Beam, Cone, or Projectile except that the target can dodge.  I suppose if you wanted to slam through buildings and other opponents you could try to pair the animation with a penetrating Beam attack and set the Ground Targets Only flag.  I think getting the animation to correspond with the map distance would be harder to get right though.

Have any of the code-proficient folks ever looked into what the distance units are?
Title: Re: A Thought About Charging Attacks
Post by: yell0w_lantern on July 24, 2015, 04:30:54 PM
Quote from: BentonGrey on July 24, 2015, 04:08:18 AM
That's a neat idea, YL.  I've experimented with things sort of like that for ranged/melee atttacks with built-ins, getting the game to fake something with the proper settings.  Giant characters use dinosaur style attacks that look like they just swat someone out of the sky, and stretching characters use ranged attacks that look like melee attacks thanks to good keys.  I'm particularly fond of how Doc Ock has turned out.  Anyway, I think you're absolutely right, and something like this could work, probably even with existing keys with a bit of fiddling.

The ideal solution would be to just customize "Speeding Bullet" but I think it is hard-coded into the game.  Time for some testing...

[UPDATE]
Changing damage type, stun, and knockback have zero effect.  A State Change will register briefly.
Since Limey Lure can be swapped, I wonder if something similar could be done for Speeding Bullet with creative FFX coding.  It's outside of my area though.