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IMT Main => M.U.G.E.N Help => Topic started by: AensleigheR on April 21, 2017, 02:00:58 AM

Title: Major Questions.
Post by: AensleigheR on April 21, 2017, 02:00:58 AM
So I am 85% close to completing my re-coded character. But I am still missing a few MAJOR things.
Instead of posting one question at a time I've decided to post them all here hoping that I would get professional help from you guys.  :-SS
I also hope that this would not defy any of the rules in the forum.  :rules:

Anyhow, here are the things I need to get coded;

1. How to make a move available ONLY when the opponent is hit with a 'key' move?
- An example of this would be Omega Red's Death Coil, wherein he grapples his enemy with his metallic tentacle and then stays that way for a short duration, giving us an ample amount of time to input an additional command. As we all know, after the Death Coil, we can command him to use Energy Drain and/or slam the enemy on the other side of the screen. I wish to emulate this type of command for the character I am working on, wherein he commands a helper to hold the enemy in place, and then you can input a command for the helper to attack some more. He will let go of the enemy soon after otherwise.
PS : I am already able to code the 'hold' stuff, I just need the additional command codes.

2. How to power-up a certain special move?
- So my character has this move wherein he recharges his fists, this move should power-up ONLY his Raging Palm special move, the power-up effect would then wear off once Raging Palm attack used. I would also like him to have the glowing effect, kind of like how Juggernaut glows when he does his power up move.

3. Two (2) random HitDefs, One (1) Attack
- The character I am working on has a defective explosive glove which sometimes causes an enemy to burn when hit by his SMP. MG MURROW was able to help me with this code (Thanks again, bro!), as it enabled me to have 2 hitdefs for the character;

>HitDef1 - which causes the enemy to palette swap to red/orange signifying being burnt
>HitDef2 - which is just a regular get hit state

However, I would also like the enemy to have an explosion explod, as well as an explosion sound ONLY when HitDef1 is triggered. This is the code I have done so far;
--------------------------------------------------------------------------------------------------------------------------------------------
[State 210]
type = VarRandom
trigger1 = !time
v = 3
range = 0,1

[State 210, 0]               <-- This causes the enemy to explode, burn, and change palette colors
type = HitDef                       
trigger1 = Time = 0             
trigger1 = Var(3)=0             
attr = S, NA
animtype  = Medium
damage    = 40,0
guardflag = MA
hitflag = MAF
pausetime = 10,8
sparkno = s7003
sparkxy=-10, -55;var(43):=-10,var(44):=-55
hitsound   = S0,7
guardsound = S0,10
guard.sparkno = s7004
guard.slidetime = 13
guard.hittime = 13
guard.ctrltime = 15
guard.velocity = -5
air.type = High
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5, -7
ground.cornerpush.veloff=0
air.velocity = -3, -4
p2stateno=429
palfx.time = 60
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,15

[State 210, 1]               <--- This is the normal hitdef.
type = HitDef
trigger1 = Time = 0
trigger1 = Var(3)=1
attr = S, NA
animtype  = Medium
damage    = 35,0
guardflag = MA
hitflag = MAF
pausetime = 10,8
sparkno = s7003
sparkxy=-10, -55;var(43):=-10,var(44):=-55
hitsound   = S0,7
guardsound = S0,10
guard.sparkno = s7004
guard.slidetime = 13
guard.hittime = 13
guard.ctrltime = 15
guard.velocity = -5
air.type = High
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5, -7
ground.cornerpush.veloff=0
air.velocity = -3, -4
p2stateno=429
--------------------------------------------------------------------------------------------------------------------------------------------
The questions end here.

I know this is a little bit ambitious but I know you guys can help me out with this. I have tried to do research regarding these things but I was not able to materialize them properly--not without help from you guys. I am really really close to completion and am really looking forward to my character being whole. I would greatly appreciate any help. I know I can do this!  :Terry Thanks in advance, team!
Title: Re: Major Questions.
Post by: Cyanide on April 21, 2017, 05:39:08 AM
1: Assuming they're in a custom state when held you can trigger the second effect to occur if p2stateno = custom state value. Alternatively you can give the hitdef an ID and trigger with Numtarget(ID) for the additional effects

2: Set a variable to 1. While that variable is active you assign palfx to your character via state -2. Set the variable back to 0 when he uses raging palm.

3: I just answered this in your other thread.
Title: Re: Major Questions.
Post by: AensleigheR on April 22, 2017, 05:26:59 AM
Thanks, Cyanide! You're the best!  :Terry

- But can you give me an example of your answer for my 1st question? I am able to allow my character do an animation ONLY when his helper catches the enemy in place. However, I can't seem to make the helper damage the enemy some more. Please?  Gomen ne

- I haven't tried number 2 yet, but your explanation makes it sound so easy to do! How about the power-up move btw bro?  Can you help me out with that as well? :-SS

- Question 3 has already been taken care of! Thank you, Cyanide! I am 90% complete!  :Terry  :Terry  :Terry

Title: Re: Major Questions.
Post by: AensleigheR on April 22, 2017, 07:27:03 AM
 :o UPDATE! As of today, at 7:27pm
I finally managed to code the "hidden move" stuff!  :Terry :o
ALMOST THEEEEEERE!!!!  :o

THANK YOU CYANIDE!  ^^(PM)^
Title: Re: Major Questions.
Post by: Cyanide on April 23, 2017, 12:17:19 AM
If the helper is doing the damaging you have 2 things you can do.
The root, which is your character can tell if the helper has a target

trigger1 = numhelper(whatever) = 1
trigger1 = helper(whatever), numtarget
trigger1 = helper(whatever), movehit

Once that is done the root can do what he likes for animations. To cause additional damage use Lifeadd within the helper and whatever triggers are needed. You will need to redirect back to the parent if you are doing anything fancy. For eg trigger1 = parent, anim = 2000

The powerup is simple. Based on juggy, you do the command for "Power Up" In the state he goes to you set a variable. Then he leaves the state. That variable is now the fact that you have powered up. Use it for whatever you like. Different effects, palFX, higher damage. Just remember that you have to change it to NOT one, when you aren't using it as the 1 value should be considered on, while 0, or anything else is Off.
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