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IMT Main => M.U.G.E.N Help => Topic started by: dpshanelle on December 25, 2018, 04:16:53 PM

Title: Help please! How do you juggle after ground bounce?
Post by: dpshanelle on December 25, 2018, 04:16:53 PM
Hey guys, I'm having trouble with a move involving a ground bounce. I'm editing Luise Meyrink, and I wanted to make a move function like it does in the her KOF Maximum Impact 2 game, which is ground bouncing on the last hit I have no clue on how to do it. Heres the code for the move (the 2nd HitDef is the final hit):


[Statedef 1650]
type = A
movetype = A
physics = N
anim = 1650
ctrl = 0
velset = 4.5 ;,0
;juggle = 10
poweradd = 75

[State 0, VelSet]
type = VelSet
trigger1 = !Time
y = -3.75

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .41

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S1600,1
volume = 255

[State 0, HitDef]
type = HitDef
Trigger1 = Animelem = 8
attr = A, SA
damage = 45,8
animtype = hard
guardflag = MA
hitflag = MAFD
pausetime = 11,12
guard.pausetime = 11,11
getpower = 45,45
givepower = 15,15
sparkno = s4002
guard.sparkno = s4042
sparkxy = -10,-70
hitsound = s5,3
guardsound = s6,1
ground.type = Low
air.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -12
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -4,-4
yaccel = .54
air.juggle = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 0

[State 0, HitDef]
type = HitDef
Trigger1 = Animelem = 11
attr = A, SA
damage = 45,8
animtype = hard
guardflag = MA
hitflag = MAFD
pausetime = 11,12
guard.pausetime = 11,11
getpower = 45,45
givepower = 15,15
sparkno = s4002
guard.sparkno = s4042
sparkxy = -10,-70
hitsound = s5,3
guardsound = s6,1
ground.type = Low
air.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -12
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -3,15
fall.xvelocity = -1
fall.yvelocity = -8
down.bounce = 1
fall.recover = 0
fall.recovertime = 0

               
[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1610
ctrl = 0

For the second hit, I tried using fall.y.velocity. It does get the opponent the bounce of the ground, but any move/special after it doesn't juggle, as the opponent is invulnerable after it. I tried looking at other problems like this but they seem to not help. Do I need to add a line of code to it, or do I have to make a custom state in order for it to function properly (and if so how)? Anyone care to help please?
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