Open rukai opened 5 years ago
My tests say that Bowser animation is cut short not fsm'ed (this is a cut on rendered frames not animation frames, so a fsm of 2 would still have 5 frames jumpsquat using frames 0,2,4,6,8 of the animation) and the ness thing uses the Animation Modifier thing that i wrote the details of in the modding discord (One long code modifying frame speeds of many things, this is the line for ness grab release * 0A000040 3FAAC083)
Thanks! Leaving this here so I can find it later.
Handling gecko FSM has resolved some problems I didn't know about when creating this issue: e.g. G&W uair However it hasn't fixed ness's capturecut, presumably its an action based gecko FSM which I cant handle atm because everything is currently implemented at the subaction level only.
Oh, I had already implemented this for all the landing animations so adding for jump squat was really easy.
The action level gecko FSM's are the only thing left, but I don't think I'll ever implement that.
Jumpsquat animation length is decided by a character attribute rather than the animations length. Bowser should have 6 frames instead of 7 https://rukaidata.com/PM3.6/Bowser/subactions/JumpSquat.html https://www.reddit.com/r/SSBPM/comments/2x496y/jump_squat_lengths_of_characters/
I don't know if the animation should be interpolated to a different length or just cut short or what?
It looks like a similar problem exists for grab release. Ness should have a 30 frame grab release like everyone else https://rukaidata.com/PM3.6/Ness/subactions/CaptureCut.html However that doesnt seem to exist in the attributes. Maybe the attribute is just not read by rukaidata?