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Author Topic: How to add superjump to a char  (Read 9075 times)

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Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #25 on: November 25, 2007, 10:04:59 AM »
the  spriority defines wich sprite is on front and wich one is behind the higher its the one that its in front


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Offline Crabnek

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Re: How to add superjump to a char
« Reply #26 on: November 25, 2007, 09:25:36 PM »
After I've done everything, all the guy does, from the start of the battle onward, is slide across the floor and freeze at the end of the screen.
 :-??

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Re: How to add superjump to a char
« Reply #27 on: November 25, 2007, 09:47:24 PM »
Crabneck can you tell what character is??


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Offline Crabnek

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Re: How to add superjump to a char
« Reply #28 on: November 26, 2007, 12:34:52 AM »
Just my own WIP character, Ren Inazuma (The guy with red hair in my sig).

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #29 on: November 27, 2007, 09:38:06 AM »
Crabneck, maybe the problems is that you use a statedef that was already used by the common1


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Offline M79

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Re: How to add superjump to a char
« Reply #30 on: November 28, 2007, 07:18:42 PM »
I uh, cut and pasted the information into the right files, saved, and I never got any super jump. =\

change al the xxx , for numbers like 123, or whaterever just make sure to not repeat statedef

So then, I paste this into the .cmd file of my character:

[Command]
name = "DU"
command = D, U
time = 10

[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air

and the value = xxx, I replace the xxx with any three digits I want?

I wish I could just see a screenshot of what all of this is supposed to look like lol.
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Re: How to add superjump to a char
« Reply #31 on: November 28, 2007, 08:34:44 PM »
value = ###### has to be exactly the same as the statedef.


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Offline Jelux Da Casual

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Re: How to add superjump to a char
« Reply #32 on: December 26, 2007, 08:20:33 PM »
To make  a launcher you need to add these to the statedef of the hit

[state xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these menas that you re-gain control

Hate to dig up old dirt, but I never did figure out what you meant by statedef of the hit. Think you could give me an example with Kung Fu Man's code or something?
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Offline Luis/Dshiznet

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Re: How to add superjump to a char
« Reply #33 on: December 26, 2007, 09:06:47 PM »
To make  a launcher you need to add these to the statedef of the hit

[state xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these menas that you re-gain control

Hate to dig up old dirt, but I never did figure out what you meant by statedef of the hit. Think you could give me an example with Kung Fu Man's code or something?
hit as in *launcher*

Offline Lord Vader

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Re: How to add superjump to a char
« Reply #34 on: December 26, 2007, 09:25:13 PM »
I added the code but he superjumps throughout the whole match even when I'm not pressing down and up. How do you fix that?

This is the code I have used.

In CNS:

;Super Jump
[Statedef 0]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 0

[State 0, 0]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 0, 1]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 0, 2]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 0, 3]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump

[State 0, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

In CMD:

[Command]
name = "DU"
command = D, U
time = 10

[State -1, super jump ]
type = ChangeState
value = 0
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
« Last Edit: December 26, 2007, 09:55:55 PM by Lord Vader »

Offline Jelux Da Casual

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Re: How to add superjump to a char
« Reply #35 on: December 26, 2007, 11:09:27 PM »
To make  a launcher you need to add these to the statedef of the hit

[state xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these menas that you re-gain control

Hate to dig up old dirt, but I never did figure out what you meant by statedef of the hit. Think you could give me an example with Kung Fu Man's code or something?
hit as in *launcher*

I got that, but I haven't been able to apply it to the attack, I haven't figure out where it goes in the attack.
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Offline Luis/Dshiznet

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Re: How to add superjump to a char
« Reply #36 on: December 26, 2007, 11:17:05 PM »
To make  a launcher you need to add these to the statedef of the hit

[state xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these menas that you re-gain control

Hate to dig up old dirt, but I never did figure out what you meant by statedef of the hit. Think you could give me an example with Kung Fu Man's code or something?
hit as in *launcher*

I got that, but I haven't been able to apply it to the attack, I haven't figure out where it goes in the attack.
anywhere that isnt under the changestate

Offline Jelux Da Casual

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Re: How to add superjump to a char
« Reply #37 on: December 26, 2007, 11:21:02 PM »
For the sake of sounding stupid, which I know I am, I don't get it. Adding the superjump code I understood right off the bat, but the launcher is escaping me.
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Offline Luis/Dshiznet

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Re: How to add superjump to a char
« Reply #38 on: December 26, 2007, 11:42:19 PM »
For the sake of sounding stupid, which I know I am, I don't get it. Adding the superjump code I understood right off the bat, but the launcher is escaping me.
.. the statedef where your putting the superjump code.. is the launcher... so just add the state in the state def.. anywhere thats not at the end of the launchers statedef..

Offline Jelux Da Casual

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Re: How to add superjump to a char
« Reply #39 on: December 27, 2007, 12:33:47 AM »
So say I use this:

;Crouching Hard punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 420
sprpriority = 2

[State 420, Width]
type = Width
trigger1 = time = 0
player = 30,30

[State 420, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 50
animtype  = up
hitflag = MAF
guardflag = MA
pausetime = 8, 12
sparkno = S11003
sparkxy = -20, 50
guard.sparkno = -1
hitsound   = S7, 4
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.velocity = -0, -9.5
guard.velocity = -15
air.velocity = -0, -9
;fall = 1
fall.recovertime = 10
;fall.yvelocity = -4.5
;fall.recover = 0
ground.cornerpush.veloff = -3.5
guard.cornerpush.veloff = -6
                                          <--
[State 420, 2]                           |
type = ChangeState                   
trigger1 = AnimTime = 0              |
value = 11                               
ctrl = 1                                    |

[State 420, PlaySnd]                  |
type = PlaySnd
trigger1 = time = 0                     |
value = S4,1
volume = 200                            |
channel = -1
;lowpriority = -1                        |
freqmul = 1.0
loop = 0                                   |
pan = 0
                                             |
[State 420, PlaySnd]
type = PlaySnd                         |
trigger1 =  time = 0
value = S7,2                            |
volume = 0
channel = -1                            |
;lowpriority = -1
freqmul = 1.0                           |
loop = 0
pan = 0                                  |
                                             
I Plug it in here?  - - - - - - - - -|
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Offline Luis/Dshiznet

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Re: How to add superjump to a char
« Reply #40 on: December 27, 2007, 12:36:13 AM »
finally  :-w

Offline Jelux Da Casual

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Re: How to add superjump to a char
« Reply #41 on: December 27, 2007, 12:42:58 AM »
finally  :-w

seriously, I was getting mad at myself. I surprised I even got the super jump right. I've been jerry-rigging mugen since 2002 without tech docs so I still don't know alot as far as coding goes.

Edit:Ok, do I need to remove the other changestate for it to work, cause right now, nothing happened.
« Last Edit: December 27, 2007, 12:48:17 AM by G Lux 247 »
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Offline Luis/Dshiznet

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Re: How to add superjump to a char
« Reply #42 on: December 27, 2007, 12:52:19 AM »
finally  :-w

seriously, I was getting mad at myself. I surprised I even got the super jump right. I've been jerry-rigging mugen since 2002 without tech docs so I still don't know alot as far as coding goes.

Edit:Ok, do I need to remove the other changestate for it to work, cause right now, nothing happened.
did you also make the statdef of the super jump?


[state xxx, jump combo]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = xxx
ctrl = 1

add that in the space where i said, and for the xxx's put the statedef of the superjump

also, you would have to hit the opponent with the launcher then press up.

Offline Jelux Da Casual

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Re: How to add superjump to a char
« Reply #43 on: December 27, 2007, 12:55:38 AM »

did you also make the statdef of the super jump?


[state xxx, jump combo]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = xxx
ctrl = 1

add that in the space where i said, and for the xxx's put the statedef of the superjump

also, you would have to hit the opponent with the launcher then press up.


Yeah, value I set was 500. Does it have to go in both xxx or would in this case 420 go in the first and 500 in the second?
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Offline Luis/Dshiznet

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Re: How to add superjump to a char
« Reply #44 on: December 27, 2007, 12:57:05 AM »

did you also make the statdef of the super jump?


[state xxx, jump combo]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = xxx
ctrl = 1

add that in the space where i said, and for the xxx's put the statedef of the superjump

also, you would have to hit the opponent with the launcher then press up.


Yeah, value I set was 500. Does it have to go in both xxx or would in this case 420 go in the first and 500 in the second?
they both have to be 500

Offline Jelux Da Casual

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Re: How to add superjump to a char
« Reply #45 on: December 27, 2007, 01:02:36 AM »
still nothing.
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Offline Lord Vader

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Re: How to add superjump to a char
« Reply #46 on: December 27, 2007, 01:30:19 AM »
Could you help me with mine? Like I said he keeps super jumping throughout the whole match even though I'm not pressing d+u.

Offline Luis/Dshiznet

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Re: How to add superjump to a char
« Reply #47 on: December 27, 2007, 01:34:44 AM »
Could you help me with mine? Like I said he keeps super jumping throughout the whole match even though I'm not pressing d+u.
change the statedef, because i belive when you make it 0, it override the stance animation.

make it like 800, and see if it works.
also change the anim number if there is already a animation 40 that is not the superjump aniamyion.

Offline Lord Vader

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Re: How to add superjump to a char
« Reply #48 on: December 27, 2007, 03:05:46 AM »
It's still not working. I changed the states to 800, and then tried 254 and now he doesn't want to super jump at all.  #:-S

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Re: How to add superjump to a char
« Reply #49 on: December 27, 2007, 10:28:37 AM »
It's still not working. I changed the states to 800, and then tried 254 and now he doesn't want to super jump at all.  #:-S

Have you changed the value on the cmd??, also make sure that the statedef doesn't exist already
still nothing.

You can make instead of changing to the superjump statedef, change to the jump

[state xxx, jump combo]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = 50 <- - -  jump statedef
ctrl = 1

and add a veladd on the statedefe -3

[State -3,veladd]
type = Veladd
triggerall =command = "holdup"
triggerall = prevstateno = xxx ; the statedef of the launcher
trigger1 = stateno = 50; jump state
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump

these means that of you press holdup at the launcher statedef you will jump, and you will get the velocity on y axia exactly as the one used on the superjump

 


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