Blockpain issue

Okamijoe

Member
Hi,
I ported my project to Version 4.0 (Build 7556), and for some reason blockpain stopped working like it did in Version 3.0.
I'm not using any script for blocking, only the default engine functions.

models.txt
blockratio 1
mpblock 1
player.txt
holdblock 2
blockpain 1
I made sure each enemy attack does at least 10 damage, the chip damage to the MP bar works as it should.
It just never changes into blockpain animation, no matter what.
I tried every block-related option listed in the wiki, tried numerous values, to no avail.
Is there something else that needs to be declared in Version 4 for this to work correctly?
 
Hi,
I ported my project to Version 4.0 (Build 7556), and for some reason blockpain stopped working like it did in Version 3.0.
I'm not using any script for blocking, only the default engine functions.

models.txt

player.txt

I made sure each enemy attack does at least 10 damage, the chip damage to the MP bar works as it should.
It just never changes into blockpain animation, no matter what.
I tried every block-related option listed in the wiki, tried numerous values, to no avail.
Is there something else that needs to be declared in Version 4 for this to work correctly?

There are no known changes in compatibility between 3 and 4 for blockpain, at all.

Before we go any further, let's make sure you are using Blockpain as intended. The legacy manual severely misinterprets blockpain as if the entity is failing a block or getting block crushed, but that's not even close to what blockpain is. We have a guardbreak animation for that. Blockpain is just an impact animation to make your blocking look more dynamic, similar to Fatal Fury and King of Fighters.

Without seeing the rest of your models I couldn't really say what your issue is. You might need to post the rest for us to have a look. In the meantime, here's the full documentation on Blocking. It might help.

DC
 
Thank you DC for your quick reply.
I read the full documentation before posting, and tried for about 2 hours to get it working again.
What puzzles me most is that it worked with build 7123 and even 6412 using the exact same code.
I am aware that blockpain is just some visual feature and not the same as guardbreak.
Here are my text files:

models.txt
ajspecial 1
autoland 2
nolost 1
noaircancel 2

blockratio 1
mpblock 1

colourselect 0
spdirection 1 1 1 1

versusdamage 0

maxattacks 19
maxattacktypes 19
maxfollows 90
maxfreespecials 50
maxidles 2
maxwalks 2
#maxbackwalks
maxups 2
maxdowns 2

lifescore 30000
credscore 80000

#PLAYER
load urameshi data/chars/yuusuke/yuusuke.txt
load kuwabara data/chars/kuwabara/kuwabara.txt

#ENEMY
load urameshi2 data/chars/yuusuke/yuusuk.txt
load kuwabara2 data/chars/kuwabara/kuwabar.txt
load orange data/chars/orange/orange.txt
load red data/chars/red/red.txt
load purple data/chars/purple/purple.txt

#HITSPARK
load flash data/chars/misc/hitsparka.txt
load hitsparkb data/chars/misc/hitsparkb.txt
load hitsparkc data/chars/misc/hitsparkc.txt
load flashb data/chars/misc/bspark.txt
load expl data/chars/misc/expl.txt
load expl2 data/chars/misc/expl2.txt
load expl3 data/chars/misc/expl3.txt
load bloodsm data/chars/misc/bloodsm.txt
load bloodbig data/chars/misc/bloodbig.txt

#EFFECTS
load reigun data/chars/yuusuke/reigun.txt
load shotgun data/chars/yuusuke/shotgun.txt
load dust data/chars/misc/dust.txt
load dust2 data/chars/misc/dust2.txt
load dust3 data/chars/misc/dust3.txt
load dust4 data/chars/misc/dust4.txt
load dust5 data/chars/misc/dust5.txt
load ddust data/chars/misc/ddust.txt
load mpbar data/chars/misc/mpbar.txt
load arrow1p data/chars/misc/arrow1p.txt
load arrow2p data/chars/misc/arrow2p.txt

#ITEMS
load croiss data/chars/misc/croiss.txt
load cup data/chars/misc/cup.txt
load pan data/chars/misc/pan.txt
load can data/chars/misc/can.txt
load shake data/chars/misc/shake.txt
load bento data/chars/misc/bento.txt
load medikit data/chars/misc/medikit.txt
load yakiniku data/chars/misc/yakiniku.txt

#OBJECTS
load drum data/chars/misc/drum.txt
load box data/chars/misc/box.txt

#LEVELS
know forest data/bgs/forest/forest.txt
know school data/bgs/school/school.txt
know arena data/bgs/arena/arena.txt
know dam data/bgs/dam/dam.txt
know empty data/chars/misc/empty.txt
player.txt
name Urameshi
type player
health 100
candamage enemy obstacle

icon data/chars/misc/iconyu.png
parrow data/chars/misc/parrow1.png -12 -137
gfxshadow 1
dust dust dust
bflash flashb
bounce 1
noquake 0
makeinv 3 0
diesound data/sounds/yuuah.wav

mpset 100 1 100 0 0 1
speed 11
running 22 4 2.2 1 0

jumpspeed 9
jumpheight 5

holdblock 2
blockpain 1

atchain 1 2 3 4

grabdistance 38
paingrab 0
grabfinish 1

throw 20 10
throwdamage 1

animationscript data/scripts/yuusuke.c #Aura charge animation


#BLOCK START
anim blockstart
offset 82 177
delay 10
bbox 65 85 37 92
frame data/chars/yuusuke/block1.png


#BLOCK
anim block
offset 82 177
delay 10
bbox 65 88 40 89
frame data/chars/yuusuke/block2.png


#BLOCK RELEASE
anim blockrelease
offset 82 177
delay 10
bbox 65 88 40 89
frame data/chars/yuusuke/block4.png


#BLOCKPAIN
anim blockpain
offset 82 177
bbox 63 88 31 89
subentity dust2
spawnframe 5 -40 0 0 0
delay 4
frame data/chars/yuusuke/block2.png
offset 78 177
frame data/chars/yuusuke/block2.png
offset 81 177
frame data/chars/yuusuke/block2.png
offset 79 177
frame data/chars/yuusuke/block2.png
offset 80 177
frame data/chars/yuusuke/block2.png
offset 82 177
delay 8
move -5
frame data/chars/yuusuke/block3.png
move -2
frame data/chars/yuusuke/block3.png
move -1
frame data/chars/yuusuke/block4.png


#BLOCK BREAK
anim guardbreak
delay 4
offset 82 177
frame data/chars/yuusuke/block3.png
offset 85 177
bbox 53 87 39 90
frame data/chars/yuusuke/pain101.png
offset 81 177
frame data/chars/yuusuke/pain101.png
offset 84 177
frame data/chars/yuusuke/pain101.png
offset 82 177
frame data/chars/yuusuke/pain101.png
delay 8
offset 83 177
frame data/chars/yuusuke/pain101.png
offset 82 177
bbox 59 79 38 98
frame data/chars/yuusuke/pain103.png
enemy.txt
name Orange
type enemy
health 70
aggression -50
candamage player

icon data/chars/orange/icon.png 1 #{path}{bi} Controls if the icon will use the entity current palette. Set to 1 to use the same palette.

gfxshadow 1
dust dust dust
bounce 1
noquake 0
makeinv 3 0
diesound data/sounds/hidie1.wav
falldie 1
nodieblink 1

speed 9

throw 2.5 4
projectilehit enemy obstacle

#STRAIGHT PUNCH
anim attack1
loop 0
delay 9
offset 81 177
hitfx data/sounds/punchhigh.wav
bbox 67 81 34 96
frame data/chars/orange/punch1.png
bbox 73 82 46 95
attack1 112 94 35 12 10
frame data/chars/orange/punch2.png
frame data/chars/orange/punch3.png
bbox 70 81 34 96
attack1 0 0 0 0
frame data/chars/orange/punch4.png
I trimmed it down to all the relevant parts (I hope) of this mechanic to make it easier for you to read.
Let me know if you need anything else.
Thank you!
 
I'm facing the same issues that you are, still trying to get the hang of the new documentation and block_config, so I'm a bit lost if it's a engine issue or am I just being dumb.
 
Last edited:
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