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IMT Main => M.U.G.E.N Help => Topic started by: MGMURROW on January 25, 2012, 05:00:37 PM

Title: CFAS VARIABLE HELP
Post by: MGMURROW on January 25, 2012, 05:00:37 PM
in the CFAS project var(19) is the no spam variable, how do you set the variable for your partner(ID=33) to be the same as player1?

EXAMPLE: i have set var(19) if you are hit by the spinning bird kick

[state 1100, No Spam]
type=varset
trigger1=numtarget(1100)&&!var(19)
var(19)=1

it sets to 2 if done twice and the last hit of the move hits:

[State 1100, VarAdd]
type=Varset
trigger1=animelemtime(13)=0&&var(19)=1
var(19)=2

now when var(19)=2 you cannot do the move again until p2 is not in a hit state

the var(19) triggers work fine for player1 but not when you have control of your partner(ID=33), var(19) is always at 0, even if you do the spinning bird kick and have the numtarget(1100)..

any ideas??

MGMURROW
Title: Re: CFAS VARIABLE HELP
Post by: Acey on January 25, 2012, 05:30:03 PM
I'm brainstorming here so I appologize for the slop. What ever the code ends up being you could acutally put it into the character's inactive tag state rather than [def -2] or [def -3] to avoid thinking about what it might do while the player is in active play.


Question 1) What is the point of the no spam variable? To avoid infinites?

=== Thought 1 ===
I know "enemy" is an unlisted trigger in Mugen, I wonder if "partner" is too, for example the following is valid code:

Code: [Select]
trigger1 = (enemy, facing = 1)
so I wonder if you could do...

Code: [Select]
trigger1 = (partner, var(19) = 1)
This is just a guess.

=== Thought 2 ===
I wonder if "hitdefattr" trigger will be detected not only on the individual char level but on the team level too. Probably not but if so then... this would find any Standing or Crouching move that is a Special Attack, Special Throw, or Special Projectile.

Code: [Select]
trigger1 = SC, SA, ST, SP
This means any special move could automatically trigger the variable count, perhaps in both team mates...?

=== Thought 3 ===
Are you characters sharing a common1.cns file? If so is there perhaps a sysvar that you might be able to use to track these linked moves. I'm not sure how many sysvars there are off the top of my head and if mugen is already using them all or not because I never use them.

=== Thought 4 ===
I'll brb, work's-a-calling...

Title: Re: CFAS VARIABLE HELP
Post by: shootYr. on January 25, 2012, 06:39:40 PM
I know "enemy" is an unlisted trigger in Mugen, I wonder if "partner" is too, for example the following is valid code:

What?

=== Thought 3 ===
Are you characters sharing a common1.cns file? If so is there perhaps a sysvar that you might be able to use to track these linked moves. I'm not sure how many sysvars there are off the top of my head and if mugen is already using them all or not because I never use them.

http://mugenguild.com/forumx/index.php?topic=134065.0 (http://mugenguild.com/forumx/index.php?topic=134065.0)
Title: Re: CFAS VARIABLE HELP
Post by: MGMURROW on January 25, 2012, 06:53:41 PM
yes it is to keep moves from being spammed, like spinning bird kick->CLK->spinning bird kick->CLK->anything but spinning bird kick...this all works fine with player1 but not player2(ID33), they are NOT sharing a common1.

hope this helps and thanks

MGMURROW
Title: Re: CFAS VARIABLE HELP
Post by: Sabaki on January 25, 2012, 09:01:03 PM
Use a helper to be var(19)'s "no spam" flag, so that it's recognizable to each character's partner, and have that helper destroyself the same way var(19) is resetted when the enemy is no longer in a gethit state.

With this helper, you can have the partner's own var(19) set to 2, if this is what you want to happen.
Title: Re: CFAS VARIABLE HELP
Post by: MGMURROW on January 25, 2012, 09:18:06 PM
very good idea, i just got it working by putting the triggers in the -3 state with alot of coding. will try this and see how it goes. otherwise i will have alot of coding for the different "so spam" states in the -3.

thanks alot for the help

MGMURROW
Title: Re: CFAS VARIABLE HELP
Post by: Sabaki on January 26, 2012, 12:35:46 AM
No prob. I'm actually using a similar method to prevent infinites in some of my characters. If you need any more help feel free to ask  :)
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