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Author Topic: Adding Super Armor?  (Read 7222 times)

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Offline AkumaTh

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Adding Super Armor?
« on: August 29, 2007, 06:33:01 PM »
I wanted to add super armor to a character so it can be a much more challenging fight (like Juggernaut or the Hulk). Sadly, all I know about coding is changing strenght, defense and size... Is there a tutorial or a tip to make super armor?



Offline That Mugen Guy

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Re: Adding Super Armor?
« Reply #1 on: August 29, 2007, 09:31:06 PM »
try ripping the super armor code from a person with super armor and paste it to the person u want


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Offline AkumaTh

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Re: Adding Super Armor?
« Reply #2 on: August 29, 2007, 11:10:03 PM »
While that does sound easy, I tried it to no avail. Is there a specific way to do that?

Offline shootYr.

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Re: Adding Super Armor?
« Reply #3 on: August 31, 2007, 09:50:11 PM »
[Statedef 9000]
type = U
movetype = H 
physics = U

[State 9000, PalFX]
type = PalFX
trigger1 = Alive
trigger1 = !Time
trigger2 = Time = 1
trigger3 = Time = 5
trigger4 = Time = 9
trigger5 = Time = 13
time = 2
add = 164,11,0
mul = 358,256,256
color = 128
ignorehitpause = 1

[State 9000, PosFreeze]
type = PosFreeze
trigger1 = Alive
trigger1 = 1
value = 1

[State 9000, CtrlSet]
type = CtrlSet
triggerall = Time < floor(gethitvar(hittime) * 0.7)
trigger1 = var(46) <= 106
value = 1

[State 9000, ChangeAnim]
type = ChangeAnim
trigger1 = Time < floor(gethitvar(hittime) * 0.7)
value = Anim
elem  = AnimElemNo(3)

[State 9000, End]
type = ChangeState
trigger1 = Alive
trigger1 = Time >= floor(gethitvar(hittime) * 0.7)
value = var(46)

[State 9000, VelSet]
type = VelSet
trigger1 = !Alive
x = gethitvar(xvel)
y = gethitvar(yvel)

[State 9000, End]
type = ChangeState
trigger1 = !Alive
value = 5050

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = MoveType != H
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = StateNo = [120,159]
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[State -3]
type = HitOverride
trigger1 = Random <= 600
trigger1 = MoveType != H
trigger1 = Anim != 5300
trigger1 = StateNo != [120,159]
trigger1 = PrevStateNo != 9000
time = 1
slot = 7
attr = SCA, NA, SA, NP, SP
stateno = 9000

Offline Kev The Galaxybender

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Re: Adding Super Armor?
« Reply #4 on: September 03, 2007, 04:23:03 PM »
[Statedef 9000]
type = U
movetype = H 
physics = U

[State 9000, PalFX]
type = PalFX
trigger1 = Alive
trigger1 = !Time
trigger2 = Time = 1
trigger3 = Time = 5
trigger4 = Time = 9
trigger5 = Time = 13
time = 2
add = 164,11,0
mul = 358,256,256
color = 128
ignorehitpause = 1

[State 9000, PosFreeze]
type = PosFreeze
trigger1 = Alive
trigger1 = 1
value = 1

[State 9000, CtrlSet]
type = CtrlSet
triggerall = Time < floor(gethitvar(hittime) * 0.7)
trigger1 = var(46) <= 106
value = 1

[State 9000, ChangeAnim]
type = ChangeAnim
trigger1 = Time < floor(gethitvar(hittime) * 0.7)
value = Anim
elem  = AnimElemNo(3)

[State 9000, End]
type = ChangeState
trigger1 = Alive
trigger1 = Time >= floor(gethitvar(hittime) * 0.7)
value = var(46)

[State 9000, VelSet]
type = VelSet
trigger1 = !Alive
x = gethitvar(xvel)
y = gethitvar(yvel)

[State 9000, End]
type = ChangeState
trigger1 = !Alive
value = 5050

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = MoveType != H
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = StateNo = [120,159]
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[State -3]
type = HitOverride
trigger1 = Random <= 600
trigger1 = MoveType != H
trigger1 = Anim != 5300
trigger1 = StateNo != [120,159]
trigger1 = PrevStateNo != 9000
time = 1
slot = 7
attr = SCA, NA, SA, NP, SP
stateno = 9000

what file do you add this to? The cns or the cmd? I tried adding this to M.M.R.'s Griffon and it didn't work

Offline shootYr.

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Re: Adding Super Armor?
« Reply #5 on: September 10, 2007, 12:46:36 PM »
[Statedef 9000]
type = U
movetype = H 
physics = U

[State 9000, PalFX]
type = PalFX
trigger1 = Alive
trigger1 = !Time
trigger2 = Time = 1
trigger3 = Time = 5
trigger4 = Time = 9
trigger5 = Time = 13
time = 2
add = 164,11,0
mul = 358,256,256
color = 128
ignorehitpause = 1

[State 9000, PosFreeze]
type = PosFreeze
trigger1 = Alive
trigger1 = 1
value = 1

[State 9000, CtrlSet]
type = CtrlSet
triggerall = Time < floor(gethitvar(hittime) * 0.7)
trigger1 = var(46) <= 106
value = 1

[State 9000, ChangeAnim]
type = ChangeAnim
trigger1 = Time < floor(gethitvar(hittime) * 0.7)
value = Anim
elem  = AnimElemNo(3)

[State 9000, End]
type = ChangeState
trigger1 = Alive
trigger1 = Time >= floor(gethitvar(hittime) * 0.7)
value = var(46)

[State 9000, VelSet]
type = VelSet
trigger1 = !Alive
x = gethitvar(xvel)
y = gethitvar(yvel)

[State 9000, End]
type = ChangeState
trigger1 = !Alive
value = 5050

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = MoveType != H
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = StateNo = [120,159]
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[State -3]
type = HitOverride
trigger1 = Random <= 600
trigger1 = MoveType != H
trigger1 = Anim != 5300
trigger1 = StateNo != [120,159]
trigger1 = PrevStateNo != 9000
time = 1
slot = 7
attr = SCA, NA, SA, NP, SP
stateno = 9000

what file do you add this to? The cns or the cmd? I tried adding this to M.M.R.'s Griffon and it didn't work

CNS. You Put the Statedef 9000 Anywhere.
and the -2 and -3 states go under the - statedefs.

Offline NCox01

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Re: Adding Super Armor?
« Reply #6 on: September 29, 2016, 11:06:05 PM »
what file do you add this to? The cns or the cmd? I tried adding this to M.M.R.'s Griffon and it didn't work


CNS. You Put the Statedef 9000 Anywhere.
and the -2 and -3 states go under the - statedefs.

Is the Var(46) necessary to make it work, or can other Variables work assuming that number isn't already taken?

Offline Cyanide

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Re: Adding Super Armor?
« Reply #7 on: September 30, 2016, 12:35:25 AM »
Yeah, that's not going to work at all. That's just the basic stuff. Forcing the player into another state and then allowing him back where he was. Super armour works because you have edited EVERY state to work with it. Each state needs to work with super armour or you get weird effects.

For example. You want to play a sound when time = 0. Normally you would do

[State Playsnd]
type = playsnd
trigger1 = time = 0
value = 1,2

And the sound would play. However with super armour you need to account for the fact that you could potentially leave the state and come back to it, maybe more than once. So you need to detect that you've been hit and it becomes

[State Playsnd]
type = playsnd
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 1,2

And repeat that for EVERYTHING. Sounds, helpers, explods, even changeanims. Super armour needs to be built into the character. Copying in some simple stuff isn't enough. And even then every state with super armour also requires this. Remove the anim = bit under statedef, it gets set via changeanim

[State Changeanim]
type = changeanim
trigger1 = time = 0 && prevstateno != 9000
value = whatever anim it is
elem = animelemno(0)

Even that's imperfect as long frame times can glitch it. No magic button for this sorry.

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