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Author Topic: My Sasuke WIP Bug Freeze !  (Read 1812 times)

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Offline Freestyle !

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My Sasuke WIP Bug Freeze !
« on: February 15, 2015, 11:20:05 PM »
 ~X(

Hi ,

This is my first WIP and I cannot figure out why the opponent will not fall back to the ground I know very little about target binds and stuff of that nature so if you could show me the code i need to implement this would be very helpful, this is what i believe to be the full coding and video of the problem thx !

https://www.youtube.com/watch?v=ZW7xao0XBys


;Tsukuyomi
[Statedef 1030]    ;Dash 1030
type = S
movetype = A
physics = S
anim = 0
sprpriority = 1
velset = 0,0
ctrl = 0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time < 26
time = 1
add = 0,0,0
mul = 128,128,128

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = [26,30]
time = 1
add = 0,0,0
mul = 128+(time-26)*32,128+(time-26)*32,128+(time-26)*32

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8630+(teamside=2)        ;Words
ID = 8630+(teamside=2)
pos = 10+(teamside=2)*280,60
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 60
pausemovetime = 60
scale = .5,.5
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 25
movetime = 25
anim = S6770     ;Effects
pos = 0,-35
darken = 0

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = !time
;value = S8,1
;volume = 200
;channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S8,3
volume = 200
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 1030

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1030
x = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1030
value = S7,9
volume = 0
channel = -1
persistent = 0

[State 0, HitDef]
type = HitDef
trigger1 = anim = 1030
attr = S,NA
hitflag = MAF
guardflag = HL
ground.type = Low
air.type = Low
damage = 0,0
numhits = 0
pausetime = 0,0
ground.velocity = 0,0
air.velocity = 0,0
persistent = 0
snap = 0,0
p2facing = 1
p1stateno = 1031
p2stateno = 1035
p2facing = 1
id = 1030

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 50
value = 0
ctrl = 1

[Statedef 1031]
type = S
movetype = A
physics = S
anim = 1031
poweradd = -1500
sprpriority = 1
velset = 0,0
ctrl = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = !time
trigger2 = time = 259
time = 1
id = 1030
pos = 50,-110   ;18,-60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S5,15          ;Grab
volume = 0
channel = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "Sharingan"
ID = 1039
stateno = 1039
pos = -3,-52
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [49,259]
flag = invisible

[State 0, Helper]
type = Helper
trigger1 = time = 49
helpertype = normal ;player
name = "Tsukuyomi"
ID = 1033
stateno = 1033
pos = -backedgedist+160,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, TargetState]
type = TargetState
trigger1 = time = 49
value = 1036
ID = 1030

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 199
value = -((target(1030),life)/2)
ID = 1030
kill = 0
absolute = 1

[State 0, TargetState]
type = TargetState
trigger1 = time = 199
value = 1038
ID = 1030

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 259
value = -1
ID = 1030
kill = 1
absolute = 1

[State 0, TargetState]
type = TargetState
trigger1 = time = 259
value = 1035
ID = 1030

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 324
time =  1
id = 1030
pos = 50,-110   ;18,-40

[State 0, TargetState]
type = TargetState
trigger1 = time = 324
value = 555
ID = 1030

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 324
value = 0
ctrl = 1


[Statedef 1033]
type = S
movetype = A
physics = S
anim = 975
sprpriority = 1
velset = 0,0
ctrl = 0

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = timemod = 60,30
;trigger1 = time < 150
;value = S7,16
;volume = 250
;channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7,62         ;Illusion Sound
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  !time ;timemod = 30,0
value = S7,63               ;Vibration Noise
volume = -100
channel = -1

[State 0, EnvColor]
type = EnvColor
trigger1 = var(1) = 0
value = 0,0,0
time = 1
under = 1

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "Spirit"
ID = 1034
stateno = 1034
pos = -17,285
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = .75
size.yscale = .75
size.projdoscale = 1

[State 0, Explod]
type = Explod
trigger1 = time = 30
anim = 7200      ;Big Purple Wall
ID = 7200
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-5
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(1) != 0
id = 7200
trans = addalpha
alpha = 256-var(1)*32,var(1)*32

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(1) >= 8
id = 7200

[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1) >= 8

[Statedef 1034]
type = S
movetype = A
physics = S
anim = 7201     ;Susano Outline
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S7,60         ;Wind Blowing
volume = -100
channel = -1

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 30
;value = S7,53
;volume = 100
;channel = 5
;freqmul = .7
;loop = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 90
channel = 5

[State 0, VelSet]
type = VelSet
trigger1 = time >= 30
x = 0
y = -4

[State 0, VelSet]
type = VelSet
trigger1 = time >= 90
x = 0
y = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [30,90]
trigger1 = timemod = 2,0
x = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [30,90]
trigger1 = timemod = 2,1
x = -1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7202  ;Susano Outline 2
ID = 7202
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = .75,.75
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 100
helpertype = normal ;player
name = "Hand"
ID = 1037
stateno = 1037
pos = 0,130
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 1
size.yscale = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 100
trigger1 = numhelper(1037) != 0
trigger1 = helper(1037),time = [111,118]
trigger2 = var(1) != 0
v = 1
value = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 1
value = var(1)

[State 0, Trans]
type = Trans
trigger1 = var(1) != 0
trans = addalpha
alpha = 256-var(1)*32,var(1)*32

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(1) != 0
id = 7202
trans = addalpha
alpha = 256-var(1)*32,var(1)*32

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(1) >= 8
id = 7202

[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1) >= 8



[Statedef 1035]
type = S
movetype = H
physics = S
sprpriority = 1
velset = 0,0
ctrl = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = !time
value = 1035

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[Statedef 1036]
type = S
movetype = H
physics = S
sprpriority = 5
anim = 5300        ;Dizzy
velset = 0,0
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
x = 0
y = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1


[Statedef 1037]
type = S
movetype = A
physics = S
anim = 7203   ;Susano Hand Open
sprpriority = 3
velset = 0,0
ctrl = 0

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = !time
;value = S7,47
;volume = 255
;channel = -1
;freqmul = .8

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7205   ;Susano Hand Open
ID = 7205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7207   ;Looks Like two Fangs
ID = 7207
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
supermove
pausemove
scale = 1,1
sprpriority = 11
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7208     ;More Fangs
ID = 7208
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
supermove
pausemove
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 0
y = -5

[State 0, VelSet]
type = VelSet
trigger1 = time = 20
x = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S7,54
volume = 255
channel = 3
freqmul = 1.3

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [30,50]
x = 1-(timemod=2,1)*2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 50
value = 7204                      ;Susano Hand Open

[State 0, Explod]
type = Explod
trigger1 = time = 50
anim = 7206                   ;Susano Hand Closed
ID = 7206
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
;removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 50
anim = 6680              ;Blood Splatter
ID = 6680
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 100000
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 50
;value = S5,6
;volume = 255
;channel = 3
;freqmul = .9

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 50
;value = S7,61
;volume = 255
;channel = -1
;freqmul = .9

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 50
;value = S7,64
;volume = -50
;channel = -1
;freqmul = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S7,65
volume = 255
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S7,65
volume = 0
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 50
time = 45
freq = 180
ampl = -8

[State 0, Trans]
type = Trans
trigger1 = time = [110,118]
trans = addalpha
alpha = 256-(time-110)*32,256

[State 0, Trans]
type = Trans
trigger1 = time >= 118
trans = addalpha
alpha = 256-(time-110)*32,256

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = [110,118]
id = 7206
trans = addalpha
alpha = 256-(time-110)*32,(time-110)*32

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 118
id = 7206

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = [140,148]
id = 6680
trans = addalpha
alpha = 256-(time-140)*32,(time-140)*32

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 148
id = 6680

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 148


[Statedef 1038]
type = S
movetype = H
physics = S
sprpriority = 1
anim = 5110
velset = 0,0
ctrl = 0

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 0,256

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1


[Statedef 1039]
type = S
movetype = A
physics = S
anim = 6071    ;Mangekyou Sharingan Image
sprpriority = 99999
velset = 0,0
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7,51
volume = 0
channel = -1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 26
value = time*-15
scale = .1+time*.40,.1+time*.40

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 26
value = time*-15
scale = .1+(26*.40)+(time-26)*.52,.1+(26*.40)+(time-26)*.52

[State 0, Trans]
type = Trans
trigger1 = time < 4
trans = addalpha
alpha = time*32,256-time*32

[State 0, Trans]
type = Trans
trigger1 = time = [4,20]
trans = addalpha
alpha = 128+(time-4)*8,128-(time-4)*8

[State 0, Trans]
type = Trans
trigger1 = time = [20,25]
trans = addalpha
alpha = 256-0

[State 0, Trans]
type = Trans
trigger1 = time = [26,34]
trans = addalpha
alpha = 256-(time-26)*32,(time-26)*32

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 34



Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #1 on: February 16, 2015, 12:10:18 AM »
You haven't actually told them they're allowed out. You've put them into 1039 and left it there. Nothing to tell the engine "state is over, release"

Now, this will require some changing of your code overall because you want to give the opponent an out in EVERY custom state. The trigger is easy but the way you've done the targetbind will cause things to break a wee bit so you are going to need to change that after applying this..

[State Selfstate]
type = selfstate
trigger1 = gethitvar(isbound) = 0
value = 5050

That, in every hitstate will allow your character out if p1's bind dies for some reason. This is a safety measure. If you don't want to deal with fixing the problems it'll cause (cos your bind is only triggered twice for a single tick) then just put it in 1039.

Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #2 on: February 17, 2015, 12:21:28 AM »
Mugen\Docs\sctrls.html

That'll tell you everything. The important bit really is that you are only binding for a single tick. Generally with a bind that's not what you want. If something moves you, or the opponent it can make things look odd. You always bind for the period of time you want the opponent bound for. In a throw this is a number of binds, all in different places and all set to match the frame you're on. If the frame lasts 20 ticks, the bind should last 20 ticks.

Offline Freestyle !

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Re: My Sasuke WIP Bug Freeze !
« Reply #3 on: February 20, 2015, 11:03:37 AM »
#:-S Thx Cyanide I finally got it to work . I  think Ill be  needing your help soon, also the site you gave its a dead link if you know any other let me know   
« Last Edit: February 20, 2015, 11:16:38 AM by Freestyle ! »

Offline O Ilusionista

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Re: My Sasuke WIP Bug Freeze !
« Reply #4 on: February 20, 2015, 11:23:59 AM »
You haven't actually told them they're allowed out. You've put them into 1039 and left it there. Nothing to tell the engine "state is over, release"

Now, this will require some changing of your code overall because you want to give the opponent an out in EVERY custom state. The trigger is easy but the way you've done the targetbind will cause things to break a wee bit so you are going to need to change that after applying this..

[State Selfstate]
type = selfstate
trigger1 = gethitvar(isbound) = 0
value = 5050

That, in every hitstate will allow your character out if p1's bind dies for some reason. This is a safety measure. If you don't want to deal with fixing the problems it'll cause (cos your bind is only triggered twice for a single tick) then just put it in 1039.

Just remember that if you are using !IsBound code (which you should anyway), you need to add a time for ALL targetbind. If you have a frame with 10 ticks and you bind the enemy, you should set the time parameter to 10, not less or more.

If not, the target will be released on the next tick. Binding a target without a time is a very bad idea. Try your characters on stages where the ground moves up and down and you will understand why.

Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #5 on: February 20, 2015, 07:16:27 PM »
That... wasn't a link. You have a mugen folder. It has a docs folder in it, go look.

Offline Freestyle !

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Re: My Sasuke WIP Bug Freeze !
« Reply #6 on: February 22, 2015, 08:40:54 PM »
Just remember that if you are using !IsBound code (which you should anyway), you need to add a time for ALL targetbind. If you have a frame with 10 ticks and you bind the enemy, you should set the time parameter to 10, not less or more.

If not, the target will be released on the next tick. Binding a target without a time is a very bad idea. Try your characters on stages where the ground moves up and down and you will understand why.


okay will do thx !

Offline Freestyle !

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Re: My Sasuke WIP Bug Freeze !
« Reply #7 on: February 22, 2015, 08:43:44 PM »
That... wasn't a link. You have a mugen folder. It has a docs folder in it, go look.

Ha when i first start playing mugen i threw it away that was years ago ......okay i will download it again

Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #8 on: February 23, 2015, 12:17:34 AM »
Ooh that's ugly. And confusing. And messy.

I can't tell, is the flying kunai creating the one in the floor? There are a few OBVIOUS things we can do.

One is, when the kunai is stuck in the floor it should not have any blue clsn boxes, or it should be invulnerable.
2 is when the explosion plays, use a destroyself. Basically if there is ANYTHING that triggers it to blow up, use destroyself.

You could do this in about... 3 states tbh, and it would be a lot cleaner.

Offline Freestyle !

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Re: My Sasuke WIP Kunai paper bomb Bug !
« Reply #9 on: February 24, 2015, 12:04:09 AM »
Ooh that's ugly. And confusing. And messy.

I can't tell, is the flying kunai creating the one in the floor? There are a few OBVIOUS things we can do.

One is, when the kunai is stuck in the floor it should not have any blue clsn boxes, or it should be invulnerable.
2 is when the explosion plays, use a destroyself. Basically if there is ANYTHING that triggers it to blow up, use destroyself.

You could do this in about... 3 states tbh, and it would be a lot cleaner.

 o.O# Blue clsn Box of course that made sense and it worked.

I cleaned up the code and added the destroyself code in proper place it Worked as well THX again !


Offline Freestyle !

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Re: Need some coding walk through !
« Reply #10 on: February 27, 2015, 07:47:02 PM »
The next weapon I am coding is a Fuuma shuriken  problem (1) is  i want to turn the shuriken sideways but don't know how to code this need some walking through. Problem (2) I would like to have the shuriken come back to sasuke like captain america's shield by "d*** Buckus" here is the code of my progress and video to show examples and show how the kunai works now, Thx in advance!   When this is done I will make a new wip video to show the progress !


https://www.youtube.com/watch?v=iR_5Mps2cqM&feature=youtu.be




;**Fuuma Shuriken Slash
[StateDef 1020]
type = S
movetype = A
physics = S
anim = 1020
poweradd = 15
ctrl = 0
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1122
ID = 1122
pos = -4,-56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

; voice
[State 1001, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = S111,1
channel = 0

; sfx
[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S9,1

;===============================
;This will turns the projectile side ways (not sure how to use it)
;[State 0, AngleDraw]
;type = AngleDraw
;trigger1 = 1
;scale = 1,.33

;===============================

[State 1020, 2]
type = Projectile
trigger1 = AnimElem = 6  ;The tick anim on which the projectile is thrown
ProjID = 1122 
projanim = 1122
projhitanim = 1123
projremanim = 1123
projcancelanim = 1123
velocity = 8,-4  ;1,-1  ;# = Speed, # = Angle
offset = 70,-110  ;This positions the Projectile

; HitDef
attr = S,SP
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium
priority = 4,Hit   ;Hit,Miss,Dodge
projscale = 1,1
damage = 50,5
pausetime = 6,6
sparkno = -1
guard.sparkno = s9993
hitsound = S111,3
guardsound = S3,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -6,0
air.velocity = -2,-2

[State 1020, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================

Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #11 on: February 28, 2015, 04:39:50 AM »
If you want it to return i strongly suggest moving to a helper. Projectiles can sorta do it, helper is easier. All you do is invert the velocity. So if we were talking "projectile goes forwards" and the velocity is 5, you use veladd, x = -0.5 while time is > some value and velocity is > -5, should make it turn round smoothly ish.

Turn sideways, dunno exactly what you mean, if you want it to look more in perspective, you can use angledraw (helper only here) and mess with values and X and Y to get it to look how you want, generally though you'd sprite it how you want it to look. Angledraw doesn't work so good on an already angled sprite. And you'll want the axis to be dead in the middle of it.

Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #12 on: March 14, 2015, 07:21:15 PM »
Ok, so this is another time you should look in the docs folder. sctrls.html and look up projectile. It'll tell you every parameter. Every time you want to ask a question that involves making something do something, check the docs. Even if they don't answer the question you might learn something.

In this case you want the following 2 parameters (which are listed in the docs)
projhits
projmisstime

First one defines how many hits the projectile does. Second defines the gap between hits, Generally a good idea for flow to allow 2-3 ticks between hits.

Offline Freestyle !

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Re: Zero counter Problem !
« Reply #13 on: March 17, 2015, 06:42:39 AM »
hello again,

I created a "Zero Counter" for sasuke that works perfectly....... well almost. The code is the standard 750 code that everyone uses "except" for the attack being a projectile state controller . Now here is the problem if I perform the "Kunai Bomb" special then some how the"Zero Counter" no longer work but is disabled for the entire round


Here is the "Kunai Bomb" code


[Statedef 1028]
type = A
movetype = I
physics = A
anim = 1028
poweradd = 70
velset = -1,-5
ctrl = 0

[State 1028,sound]
type = Playsnd
trigger1 = time = 2
value = 210,3 

[State 1028,hp ]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "explosive"
ID = 1005
pos = 75,-95
postype = p1
facing = 1
stateno = 1029
ownpal = 1

[State 1028, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;===================================================
;===================================================

;Air Kunai/Paper Bomb - Helper A
[Statedef 1029]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1050 ;1011
velset = 7,7
sprpriority = 5

[State 1029,sound]
type = Playsnd
trigger1 = time = 1
value =  210,3

[State 1029,0]
type = Nothitby
trigger1 = stateno = 1028
value = SCA,NA,SA,HA,NT,ST,HT

[State 1029,1]
type = HitBy
trigger1 = stateno = 1028
value = SCA,NP,SP,HP
time = 1

[State 1029,2]
type = HitOverride
trigger1 = stateno = 1028
slot = 1
time = 1
stateno = 1006
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 1029,3]
type = ScreenBound
trigger1 = stateno = 1028
value = 0

[State 1029,4]
type = VelSet
trigger1 = stateno = 1028
x = 6.2
y = 5.8

[State 1029,6]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 4
under = 0
ignorehitpause = 1
persistent = 0

[State 1029,HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage = 70,10
animtype = Hard
guardflag = MA
pausetime = 0,9
sparkno = s1027
guard.sparkno = s1027
sparkxy = 0,-8
hitsound   = S5,14
guardsound = S5,14
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 64,32,0
palfx.mul = 512,384,256
fall = 1

[State 1029,8]
type = Changestate
trigger1 = movecontact = 1
trigger2 = pos y >= 0
value = 1022

[State 1029,8]
type = DestroySelf
trigger1 = pos y >= 0
trigger2 = movecontact = 1




;========================================================
;========================================================

Here is the projectile part of Zero Counter Snake Barrage



;Snake Barrage
[StateDef 350]
type = S
movetype = A
physics = S
anim = 350      ;This is the stance before the projectile 
poweradd = 15
ctrl = 0
velset = 0,0     ;# = Speed, # = Angle

[State 350, NotHitBy]  ;*******
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 36
ignoreHitPause = 1

; voice
[State 1002, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = S111,1
channel = 0

;Snake Sound
[State 1002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S9,1
volumescale = 100
channel = 1
lowpriority = 0 ;100

[State 1002, 2]
type = Projectile
trigger1 = AnimElem = 3  ;The animation to start projectile from anim = #
ProjID = 351      ;
projanim = 351   
projhitanim = 351
projremanim = 351
projcancelanim = AnimElem = 4
projremovetime = 48 ;the # of ticks before a projectile vanish
velocity = 0,0    ;# = Speed, # = Angle   
offset = 60,-25      ;position of projectile
projhits = 3  ;# of hits
projmisstime = 12    ;number of ticks between hits
;projscale =

; HitDef
attr = S,SP
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = low
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 33,3
pausetime = 5,10
sparkno = S12000
sparkxy = 30,-50 
guard.sparkno = s9994
hitsound = S220,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = 0,0
air.velocity = -2,-2

[State 351, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #14 on: March 18, 2015, 12:46:59 AM »
One is a helper, one is a projectile, the 2 are unrelated. What's in the CMD?

Offline Freestyle !

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Re: My Sasuke WIP Bug Freeze !
« Reply #15 on: March 18, 2015, 04:48:49 AM »
One is a helper, one is a projectile, the 2 are unrelated. What's in the CMD?


It was the CMD .........You never fail to if not help me,  at the least point me in the right direction thx!    :thumbsup:

Offline Freestyle !

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Re: My Sasuke WIP Bug Freeze !
« Reply #16 on: March 19, 2015, 11:41:12 AM »
 For the projectile above i did some modification so the 3rd hit can have its own hitdef and add  :6 ...... (1) For the 3rd hit I wanted to poison the opponent, draining 200 pts of energy over the period of 20 seconds but still allowing the opponent to  move and attack, after the 20 seconds is up the effects end. How do i code this, what statecontroller do i use  etc.




Off topic ..... Im 99.9% sure you noticed that some characters in mugen use the hit sounds etc from the screen pack , well how do i  make the character use the hit sounds that you place in the snd file, thx in advance !



 

Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #17 on: March 20, 2015, 12:27:35 AM »
For the first one. There is a SUPREMELY ugly workaround to make poison work... correctly. Otherwise there is the screenwide lame knock you out of attacks method. Or there is the poison is impossible method.

I don't really want to go over the workaround although i probably ought to post it as a guide in the code section. It involves abusing a bug that may vanish in later versions of mugen.

For your other question, check the docs. Hitsound and Guardsound as part of hitdef actually tells you what to do.

Offline Freestyle !

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Re: My Sasuke WIP Bug Freeze !
« Reply #18 on: March 20, 2015, 01:19:09 AM »
For the first one. There is a SUPREMELY ugly workaround to make poison work... correctly. Otherwise there is the screenwide lame knock you out of attacks method. Or there is the poison is impossible method.

I don't really want to go over the workaround although i probably ought to post it as a guide in the code section. It involves abusing a bug that may vanish in later versions of mugen.

For your other question, check the docs. Hitsound and Guardsound as part of hitdef actually tells you what to do.


Okay well I think i might be heading in the right direction  :rules:  here is what i have but there is 2 problems (1) The opponent "can" walk, jump and block  but "cannot" attack what so ever  also (2) it seem as though states in the 3rd hit as mentioned above are nullified

for example 
ground.velocity = -10,-2
air.velocity = -2,-2                     



And for my second question  ::salute::

;===========================================================

"the 3rd hit statedef"
p2stateno = 2046

;================

;Bite Effects
[Statedef 2046]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 0

[State  2046, 4]
type = LifeAdd
trigger1 = (time % 5) = 1  ;(time % 3) = 1    ;(time % # "= damage speed" )
value = -1    ;damage Amount

[State 0, PalF]
type = PalFX
trigger1 = time = 26
time = 1100       ;20sec
add = 100,0,100
mul = 120,20,124
sinadd = 85,110,55,10
invertall = 0
color = 0

[State 2260, 4]
type = SelfState
triggerall = time = 1100
;trigger1 = Pos Y = 0
value = 0


[State 2046, ChangeState]
type = ChangeState
trigger1 = time = 1100 ;AnimTime = 0
value = 0
ctrl = 1
« Last Edit: March 20, 2015, 01:25:23 AM by Freestyle ! »

Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #19 on: March 20, 2015, 06:11:38 AM »
All that really does is lock them in an immovable custom state, which you can knock them out of. Poison will stop, and they're completely vulnerable for that period with no ability to dodge or block. If the character can charge it's power, that's basically a free super.

Honestly, don't bother.

Offline Freestyle !

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Re: My Sasuke WIP Bug Freeze !
« Reply #20 on: April 10, 2015, 09:57:38 AM »


hello, in this video i use the Amaterasu on Alex, (1) while he is being hit by the attack  is there a way to deactivate other attacks for  the duration of this attack for  balancing purposes for example deactivate a projectile or if easier a punch button or kick button, abcxyz that triggers the projectile thx ! a cool down for an attack any suggestion and where to look in the docs so 
« Last Edit: April 10, 2015, 09:51:06 PM by Freestyle ! »

Offline Cyanide

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Re: My Sasuke WIP Bug Freeze !
« Reply #21 on: April 11, 2015, 05:21:47 AM »
The problem you have there is you've made the attack accurate to the show, rather than making it functional in a fighting game. Your only option for "no hitting" while that attack is active is basically locking sasuke into a pose of some sort for the duration. A better solution would be to rework the attack into a number of explosions all around the screen rather than right under p2. Pick the middle, spawn... 8 or so kabooms randomly from the middle. P2 might get hit by 5, he might get hit by none. Do them in 1-2 tick intervals so it goes everywhere. It might not be exactly how the attack works in the show, but it'll be shorter, fairer, and won't mean you need to come up with some method of making the player bored for 5 seconds.

Player being bored for 5 seconds would be OK if sasuke was doing something, but he's not, the explosion is doing all the work.

Offline Freestyle !

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Re: My Sasuke WIP Bug Freeze !
« Reply #22 on: April 18, 2015, 09:31:10 PM »
The problem you have there is you've made the attack accurate to the show, rather than making it functional in a fighting game. Your only option for "no hitting" while that attack is active is basically locking sasuke into a pose of some sort for the duration. A better solution would be to rework the attack into a number of explosions all around the screen rather than right under p2. Pick the middle, spawn... 8 or so kabooms randomly from the middle. P2 might get hit by 5, he might get hit by none. Do them in 1-2 tick intervals so it goes everywhere. It might not be exactly how the attack works in the show, but it'll be shorter, fairer, and won't mean you need to come up with some method of making the player bored for 5 seconds.

Player being bored for 5 seconds would be OK if sasuke was doing something, but he's not, the explosion is doing all the work.
   8=| Yeah your absolutely right the problem is Im really really ready to be done with him and move on, i dont want to go back and do something over differently because this project is draining me  (:| ........ sooo  i was thinkinking of perhaps giving him a lengthy taunt that leave you in a pose for some time but gives you back 1000 power "not health" over  the period of the taunt also you cannot cancel the taunt thus encouraging players to use it during the jutsu and allow you to make fun of the burning foe .....thx for the pose idea 


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