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character plunge frames/attack implementation - airborne from xianyun #2016
character plunge frames/attack implementation - airborne from xianyun #2016
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Charlie-Zheng
commented
Mar 3, 2024
•
edited by k0l11
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edited by k0l11
- albedo
- alhaitham
- ayaka
- ayato
- barbara
- bennett
- charlotte
- cyno (out/in q state)
- dehya
- diluc
- dori
- eula
- freminet
- furina
- gaming not in this pr
- heizou
- hu tao (out/in e state)
- itto
- kaveh
- kazuha
- keqing
- klee
- lynette
- navia
- noelle
- raiden (out/in q state)
- sucrose
- wriothesley
- xiangling
- xianyun
- xiao (out/in q state)
- yae
- yanfei
In addition to my comment re setting status, every jump action should also probably return an error (and therefore ending the sim) if already airborne (i.e. This is because if we don't simulate slow falling to ground, then you can't jump again while in mid air |
Hmm I thought this would be like globally applied to all characters (no actions except plunge can be done while airborne), and it's up to the individual characters to override allowing actions while airborne (like Kazuha/Xiao E being able to be tapped while airborne) |
retracted. already handled here. i forgot Lines 127 to 129 in cb8fccb
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- adjust hitmark value representation - fix attack offsets - fix low plunge in q abil name - update documentation - remove unnecessary char key in error msg
- fix low plunge -> jump frames - use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
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- use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- frame adjustments - use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- fix CanQueueAfter - use hitmarks directly in frame arrays - update documentation - remove unnecessary char key in error msg
- fix hutao e not infusing plunge - adjust hitmark value representation - fix CanQueueAfter - fix lp/hp abil names in E - fix attack offsets - update documentation - remove unnecessary char key in error msg
- fix lp/hp -> charge frames - remove c6 comment copied from furina - remove unnecessary infusion handling - use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- fix skill collision dmg not being infused - attention: breaking change for kazuha high_plunge collide param - simplify skill plunge glide error check - use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- adjust lp -> q frames - use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- adjust lp hitmark - fix missing lp -> dash frames - use hitmarks directly in frame arrays - update documentation - remove unnecessary char key in error msg
- use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
- fix CanQueueAfter - remove unnecessary burst status check - use hitmarks directly in frame arrays - fix attack offsets - update documentation - remove unnecessary char key in error msg
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- move collision hitmarks to const decl - adjust legal action docs
- refactor to accomodate xianyun