Reply to Re: Bonca attack animation
If you don't have an account, just leave the password field blank.
I think all attackers suffer from having a blind spot. That's my main way of defeating them in DMODs. Hit and run works too, but it usually ends up being more dangerous.
I'm not 100% sure on the mechanics, but from my understanding when reading the DinkC Reference- enemies damage with their hardbox which is extended in the direction by range. So maybe if you mess with the hardboxes themselves you can perfect the 'range' of the other sides of the boxes so it will hit Dink more easily. You would only need to modify the special attack frames I assume.
A pattern I've noticed in the original scripts is that normally distance < range meaning that the enemy will attack when closer to Dink thus putting him moreso within reach when the sequence plays.
Maybe it's something you can solve by playing with the numbers or maybe it's just something you're gonna have to live with. If all else fails you can come up with some wacky script to give them some sort of alternative attack when Dink is abusing the blind spot.
I'm not 100% sure on the mechanics, but from my understanding when reading the DinkC Reference- enemies damage with their hardbox which is extended in the direction by range. So maybe if you mess with the hardboxes themselves you can perfect the 'range' of the other sides of the boxes so it will hit Dink more easily. You would only need to modify the special attack frames I assume.
A pattern I've noticed in the original scripts is that normally distance < range meaning that the enemy will attack when closer to Dink thus putting him moreso within reach when the sequence plays.
Maybe it's something you can solve by playing with the numbers or maybe it's just something you're gonna have to live with. If all else fails you can come up with some wacky script to give them some sort of alternative attack when Dink is abusing the blind spot.