Adjustment Jump Specification

First, perform a jump action at Node A, with adjustable jump enabled.
Node B’s settings have jump action disabled but adjustable jump enabled.
When transitioning from Node A to Node B,
after transitioning to Node B, the adjustable jump stops.
Is this a new specification or a bug?
In MV, adjustable jump continues even after transitioning to Node B…

In the first state:
Execute jump
Enable adjustment jump

In the second state:
Only enable adjustment jump

So, when transitioning from the first state to the second, the jump input that was supposed to be stored in the first state gets canceled… Is that correct?

Basically, each input and action is designed to be completed within a single state.
Although this behavior differs from Actzaku MV, it is considered a specification.
It seems that Actzaku MV continuing in this situation is quite an exceptional case…

If you encounter any issues with this specification, please let us know.
Thank you for your cooperation.

The current action is as follows:

The expected behavior is that after the jump transition, pressing the attack button while still holding the jump button results in an upward attack.
However, transitioning to the attack action interrupts the adjustment jump, causing an immediate drop.

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I have tried various things, but indeed I cannot configure it properly. I will report this as a request to the development team to see if it can be addressed.

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I tried this a bit more, and it seems possible to achieve it with the following method:

  1. Prepare variable A in advance.
  2. Set a timer for the jump action. (Target: variable A, start time: same as the adjustment jump reception time, countdown)
  3. In the aerial attack action, turn on both the adjustment jump and the jump.
  4. For the transition from aerial attack to falling, set the condition as when variable A is 0 or less.

Thank you for your help.

Thank you, but if you do that, it will ignore the intended ascent and descent speeds during aerial attacks, resulting in behavior similar to a double jump. Especially when performing an aerial attack while slowing down near the peak, it becomes easy to detect…

Ah, indeed, near the vertex, the movement might become a bit unnatural…

For now, I’ve resolved it using a dedicated child object for gravity control.
On jump: Do not use adjusted jump, change MoveAndJumpSettings→_gravity to 0, start child object countdown.
After the adjusted jump acceptance period OR when the jump button is released: Change _gravity back to original.

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Regarding this, the adjustments are complete, and we will revert to the behavior of the previous version in the next update.

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