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MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Read 24910 times)

Started by RedDragonCats17, August 20, 2018, 03:41:51 am
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Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#41  October 08, 2018, 09:32:12 am
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Three things jump out at me reading through that book you posted.

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible


trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"

size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0

If the name and author name aren't the exact same it's not going to fire. Might want to change that.
I believe that assertspecial is just to make the placement animation invisible. It probably doesnt control much else.
and that size.yscale is a little large. You might want to drop it to 999 for testing.

Next time you post this much code, please break it up into sections and put it in a few spoilers to make it easier for people on the forum.
vVv Ryuko718 Updated 10/31/22 vVv
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#42  October 08, 2018, 09:52:59 am
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Ignore the Shadow Omega Zero thing, that's actually for a harder version of N64Mario's Omega Zero. In fact, I was trying to avoid it when I was copying the code from his Omega Zero, which is what you're seeing.

I'll also keep that in mind. Sorry for the late edit, I was looking at the code I copied to my Zero. I've managed to make the beams appear, but they appear only once.
Last Edit: October 08, 2018, 10:16:29 am by RedDragonCats17
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#43  October 08, 2018, 10:39:10 am
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Now this is interesting. I scaled the beams down to -999, since 999 didn't do much of anything, nor did erasing the AssertSpecial, and the beams did appear, but look at some of the beams.

Code:
;====================
; Light Beams
;====================
;---------------
; - Foreground -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1020) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -999
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1020
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1021) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -999
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1021
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1022) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -999
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1022
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

;---------------
; - Background -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1023) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -999
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1023
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1024) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -999
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1024
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1025) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -999
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1025
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

https://streamable.com/5mdrz
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#44  October 08, 2018, 05:38:36 pm
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I don't understand how changing size.yscale to -999 would make the beams visible and 999 would make them not... Unless the beams y axis are not set to 0 in the air file.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#45  October 08, 2018, 11:03:24 pm
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I've messed up, it actually makes no difference on whether you scaled it to 999 or -999, the beams are going to be what I've showed you regardless. I've tested it myself.

This is a old character we're dealing with, and all of the code I've shown you is EXTREMELY old.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#46  October 09, 2018, 05:22:20 am
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Yo, I've managed to make the beams appear in my version of Omega and N64Mario's version by changing the Y axis. The problem is that my version doesn't have the hitboxes, as you can see.

https://streamable.com/j6yir

There doesn't seem to be any value in the hitdefs or anything. I've changed the original numbers (1020, 1021, and 1025) into my numbers (2500, 2501, and 2505), and there is no trace of anim = 1021 in the code, as you can see in the spoilers.

Spoiler, click to toggle visibilty


Spoiler, click to toggle visibilty


Spoiler, click to toggle visibilty


Spoiler, click to toggle visibilty


Spoiler, click to toggle visibilty


Any ideas? (This is some bizarre coding)
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#47  October 09, 2018, 07:48:32 am
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Add the hitboxes to the animation?
What does anim 1021 have to do with any of this problem?

You never come out and just ask an honest question. You just tell us attributes of whats going on and say, Got any ideas?
You seem to be doing useless edits. Changing the number of the animation does nothing except possibly corrupting more code and using an incompatible animation. 
 
The hitdef you think doesnt have any values seems completely normal to me. What exactly do you mean by this sentence, "There doesn't seem to be any value in the hitdefs or anything."? You mean it's not hitting P2? If there's no red boxes it'll never hit P2.

Taking into consideration this complete mess and your level of debugging. I'm thinking you DO have hitboxes in the animation. I think you have no clue where to place your beams. And because it's scaled to 999%, the boxes are off screen. So reduce the size of the beam and get it on screen. Work forward, IN SMALL STEPS, from there.
vVv Ryuko718 Updated 10/31/22 vVv
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#48  October 09, 2018, 08:33:04 am
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Also, it looks like you're just throwing a bunch of codes in your char. Even if you're taking reference from another creator, you should first understand what is going on, what each code does. For example, I saw "sprpriority = 30" in your code, I don't think that a value higher than 10 will work, and you don't even need a value that high. A sprpriority 4 or 5 is enough. It doesn't have anything to do with the problems you said, but I'm just showing an example.
So, just copy/paste'ing codes into your char will not work. As I said, you should know what you're doing, what each code will do with your char, know the triggers. etc.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#49  October 09, 2018, 11:14:30 am
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Okay... Idk how I should reply to all of this.

I will say this, I've gotten the hitbox thing fixed. Turns out I set the hitboxes themselves wrong.

There are 2 more things that I do need help with (the rising slash and Omega's double charge shot), but... idk.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#50  October 09, 2018, 01:04:23 pm
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There's nothing wrong with asking questions. I was in your position. I didn't know what I didn't know, so how should I be able to ask the right question.
I started to try to describe my question 2 different ways. Sometimes 3. Cyanide and everyone else on the forum helped me out for years. Sometimes I go back and read my old posts and laugh at the ways I'd ask questions.
We dont know what you dont know.
Say each part of your problem. Say what you want, Say what you got, and say what's good and bad. Then the more questions you can throw at us the better/easier it'll be. We need to know where youre going and where youre at to get you there, but it's a little more than that.

Rereading my messages, I feel like I came off like I'm coming down for you. Please dont feel that way. I'm sorry if you did/do.

DeathScythe is right. I'm not sure if you know exactly what was going on with the code. But reading each bit and kinda having it unravel in your head helps a ton. Guessing/tracking what the variables do is probably the most important part of copying code. Mainly because the value may already be used. Something like this
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = 2 * const(size.xscale)
Isn't for the average newcomer. You got it working so that says a lot.

As for the rising slash and the double charge shot, make two new posts. One for each of the problems. Be as specific with each question as you can, then ask the same idea a second way. It'll help triangulate the point of the problem. Keeping the two issues separated could also avoid any confusion the person reading it may have.

Another thing, if you use Ctrl+C, and set debug mode to on in the settings your life will be much easier. You'd have seen blue boxes instead of red and figured it out instantly. (but maybe the blue blended in with the fx)
vVv Ryuko718 Updated 10/31/22 vVv
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#51  October 09, 2018, 04:40:52 pm
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It's all good, it is a common problem for all of us I guess.

Since everything is alright now, the rising flame slash. Last time I did the slash, I've replace the triggeralls command = "holdup" and command = "x" with one triggerall, command = "up_x"

Code:
;---------------------------------------------------------------------------
;Rising Flame Slash
[State -1, Rising Flame Slash]
type = ChangeState
value = 1400
triggerall = !var(10)
triggerall = command = "up_x"
triggerall = statetype != A
trigger1 = ctrl

And the entire move is separated into 4 parts.

The part where Zero raises his saber:

Spoiler, click to toggle visibilty

The part where he's in the air:

Spoiler, click to toggle visibilty

The part when he comes down:

Spoiler, click to toggle visibilty

And when he lands:

Spoiler, click to toggle visibilty

Right now Zero can't do the move at all when I press up and X, and initially when I added this move in, Zero could only do a similar move in his Omega mode, but spam the part where he raises his saber, which could be reminiscent to the saber trick from X4 which isn't what I want. I want this move to work every time I press up and X, and I don't want it to spam the beginning. How can I make that happen?
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#52  October 09, 2018, 04:55:31 pm
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Omega's double shot is something I've never done before, but it is based on Model OX's double shot when you activate it's abilities.

https://streamable.com/6sa66

How do you think it's possible to code something like this?
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#53  October 09, 2018, 08:56:30 pm
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Ok, let's work first with the Rising Flame Slash, and forget about the Double Shot for now.
I've read your code and there's nothing wrong with it, the move itself should work. The only thing that is bothering me is your var(10). What is this var for?
And you said Zero isn't doing the move at all. In debug mode, when you do the command, what does it say? Is it going to state 1400? If not, the problem is in the CMD.
I'd suggest you to post what your command = "up_x" looks like. I still think that using 'command = hold_up && command = x' would be better, but I need to know how you coded the new command.

About the spamming, I said it before, is just a matter of 'ctrl', you already have 'trigger1 = ctrl' in the cmd, and all of your states have ctrl = 0, it should prevent the spamming.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#54  October 09, 2018, 09:33:20 pm
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The var(10) is for this.

Code:
[State -2, Omega Zero]
type = VarSet
trigger1 = name = "MegaMan Zero" && palno = 7
var(10) = 17

This is for the Omega Zero mode. If there's enough demand for Zero to be released in regular MUGEN, I'm planning on making a separate DEF file for Omega Zero.

The command up_x should be self explanatory.

Code:
[Command]
name = "up_x"
command = /$U,x
time = 1

However, I will try what you showed me and see what happens.

Update: Fast, I know. I tried your code and it didn't do much of anything. I'm willing to bet that it's the original jump state. Up as jump is hard coded into MUGEN, as we know, so there's gotta be a way to bypass it. The question is: How?
Last Edit: October 09, 2018, 09:42:34 pm by RedDragonCats17
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#55  October 09, 2018, 10:00:55 pm
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Ok. What is in your state 40? Or you don't have it coded?
And you didn't say what appears in debug when you try the Rising Flame Slash.

Edit: to make it fast, if you don't have state 40 coded, copy and paste this in your CNS. If you have, modify it (replace it with the following):

Code:
[Statedef 40]
type    = S
physics = S
ctrl = 0
sprpriority = 1
facep2 = 1

[State 40, ChangeState]
type = ChangeState
trigger1 = !Time
value = 0
ctrl = 1

This will disable jump completely, sending your char imediately to state 0 (idle). And you'll still have ctrl while holding UP. I guess this will make it work.
Last Edit: October 09, 2018, 10:15:41 pm by DeathScythe
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#56  October 09, 2018, 10:29:57 pm
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I do have it coded. I copied a common1 that Vans made (I think he made it).

As for the debug, when I hold up:

ActionID = 0; Sprite = 0,3; ElemNo = 1/6; Time = 1/128

StateNo = 0; Ctrl = 1; Type = 1; Movetype = 0; Time = 0

Code:
;---------------------------------------------------------------------------
; Jump Start (not used)
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = command = "a"
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, turn]
type = turn
trigger1 = command = "holdback"
trigger1 = command != "holdfwd"

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = 0

[State 40, ChangeState]
type = ChangeState
trigger1 = !Time
value = 0
ctrl = 1

And as you can see from the bottom, I do have the code you posted, but it's not doing anything.

(About the turns and the velset, I wanted Zero to turn the opposite direction while he's in the air. I've added this in the air attacks)
Last Edit: October 09, 2018, 10:33:08 pm by RedDragonCats17
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#57  October 09, 2018, 10:47:07 pm
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Try replacing your code with the one I posted. Like literally delete what you already have and use the new one only (of course save a backup first). Just to see if when you do the command, Zero goes to state 1400.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#58  October 09, 2018, 11:37:05 pm
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I deleted everything in state 40 and copied your code. Although Zero is still in his idle, I hold up, and Zero still doesn't do the attack. Matter of fact, nothing in the debug changed.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#59  October 10, 2018, 06:56:10 pm
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Aight, going a little more in depth.

I deleted everything in state 40 and copied your code. In this video, I held Up and pressed X. As you can see, I didn't get to state 1400.

https://streamable.com/oxpgv

Originally I used the "up_x" command, as I was taking reference from Fusion's Maverick Hunter Zero. The question still remains: How can we bypass up as jump.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#60  October 11, 2018, 02:08:06 pm
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Jump is not the problem, we have already disabled it. The probem is something in the CMD.
I just tested this on KFM and is working perfectly. I disabled jump with the code I posted before, inserted your command and changestate, and it worked fine. I dunno what is wrong with your character.
Did you put your changestate under the "[Statedef -1]" line in the CMD?
Try removing your triggeralls one by one to see if something is conflicting there, starting by "triggerall = !var(10)".