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Author Topic: Super Creation / Hyper Creation  (Read 747 times)

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Offline Hellzone

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Super Creation / Hyper Creation
« on: April 11, 2013, 07:03:45 AM »
So i'm not too sure how to word this or ask my question but i shall do my best, so im currently making a rock lee character as my first character and i finally figured out how to code a super, and i was wondering if someone could try to help me out, i wanna make it so for one of his special moves another character enters the for like 30 seconds and helps out to attack. im not sure if thats even possible. thanks



Offline Cyanide

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Re: Super Creation / Hyper Creation
« Reply #1 on: April 12, 2013, 05:41:37 AM »
That's just a helper. Code the attack exactly as you would for rock lee, make it do everything you want. But rather than using a changestate in the cmd to get to it, have rock lee use the helper sctrl (use the docs) and rather than a changestate at the end for the helper, use a destroyself (docs again)

Offline Hellzone

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Re: Super Creation / Hyper Creation
« Reply #2 on: April 12, 2013, 06:20:37 AM »
ill take a look and see if i can figure it out thank you

Offline Hellzone

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Re: Super Creation / Hyper Creation
« Reply #3 on: April 14, 2013, 02:34:00 AM »
;---------------------------------------------------------------------------
; Flip Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 240, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, Helper]
type = Helper
trigger1 = 6
helpertype = normal ;player
name = "Flip Kick"
ID = 240
stateno = 240
pos = 0,0
postype = p1   
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0


;---------------------------------------------------------------------------
; Mighty Morphin Rangers (Team Attack)
[Statedef 240]
type    = S
movetype= I
physics = N
anim = 515
sprpriority = 4
velset = 0,14

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

[State 240, 6]
type = ChangeState
trigger1 = Pos Y > -15 && Vel Y > -15
value = 240


This is what i have, i followed a video on youtube and the video on youtube worked but when i test it just makes a duplicate of my character lol

Offline Cyanide

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Re: Super Creation / Hyper Creation
« Reply #4 on: April 14, 2013, 05:19:39 AM »
You have 2 state 240's, the helper is trying to use the first one, also known as flip kick as you have it there. In addition, helper states should always end on destroyself, not changestate as you're going to end up with a clone that way too.

Rename the second state to 241 and alter your helper creation accordingly.

Offline Hellzone

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Re: Super Creation / Hyper Creation
« Reply #5 on: April 17, 2013, 01:41:39 AM »
oops super late reply, that worked thank you very much. i have another question if your not that busy, so i want my super command to be x, x, x and when i add that to the super and command list and do that when i have enough power nothing happens.

Offline Cyanide

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Re: Super Creation / Hyper Creation
« Reply #6 on: April 17, 2013, 02:03:56 AM »
Most likely you have listed the changestate below a less complex command, like X.

Put it below the [statedef -1] line. If it doesn't work after that, post the command and associated changestate.

Offline Hellzone

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Re: Super Creation / Hyper Creation
« Reply #7 on: April 17, 2013, 02:14:37 AM »
[Command]
name = "Ranger Danger Blast"
command = ~xxx
time = 20

^- the command


;-Ranger Danger Blast
[State -1, Ranger Danger Blast]
type = ChangeState
value = 1965
triggerall = command = "xxx"
triggerall = power >= 1000
trigger1 = var(1)

Offline Cyanide

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Re: Super Creation / Hyper Creation
« Reply #8 on: April 17, 2013, 02:51:47 AM »
Multiple problems.

Problem the first
~xxx is not tap X 3 times, it's release x. Your command looks like this to mugen FDB essentially. But as it's one key, it'll just see X anyway.

command = x, x, x
is what you should have there. No release trigger required.

The changestate itself has an issue as well. You named the command "Ranger Danger Blast" but when you pull it in the changestate you look at command = "xxx" which you define nowhere. Mugen should have in fact crashed if this code was in it saying "undefined command label"

Please don't use var(1) as a trigger. Do you know what it does? Do you know what it's for? Look at other attacks, they won't have var(1) on their own at all. In fact, look inside another characters .cmd for these, variables may be in use but they will NOT be the only condition and if you're working from KFM, var(1) is a combo condition and this attack won't work even after you correct the stuff i've mentioned above because it's looking to happen from specific states.

Offline Hellzone

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Re: Super Creation / Hyper Creation
« Reply #9 on: April 17, 2013, 03:12:28 AM »
Multiple problems.

Problem the first
~xxx is not tap X 3 times, it's release x. Your command looks like this to mugen FDB essentially. But as it's one key, it'll just see X anyway.

command = x, x, x
is what you should have there. No release trigger required.

The changestate itself has an issue as well. You named the command "Ranger Danger Blast" but when you pull it in the changestate you look at command = "xxx" which you define nowhere. Mugen should have in fact crashed if this code was in it saying "undefined command label"

Please don't use var(1) as a trigger. Do you know what it does? Do you know what it's for? Look at other attacks, they won't have var(1) on their own at all. In fact, look inside another characters .cmd for these, variables may be in use but they will NOT be the only condition and if you're working from KFM, var(1) is a combo condition and this attack won't work even after you correct the stuff i've mentioned above because it's looking to happen from specific states.

Thank you very much, after reading what you posted and everything i went over what i had and fixed it and now it works

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