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Maverick Hunter Zero Help: Z Buster function (Read 5665 times)

Started by RedDragonCats17, April 03, 2019, 07:56:59 am
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Maverick Hunter Zero Help: Z Buster function
#1  April 03, 2019, 07:56:59 am
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Not MegaMan Zero this time. It's the MMX Zero. I'm trying to make his Z Buster function like this:


(at 2:29)

Zero stands still as he charges his buster. There's a bar right next to his health that goes up to 3 levels. Each level can be a fully powered charge shot, or a Hadangeki (sword beam) if you press down.

There's a twist unlike the video. Zero has a 4th level, which is Genmu Zero. Once Zero reaches the 4th level, he won't fire Genmu Zero immediately. He'll only fire it the next time you press the button.

Here's the code for the Charge state:

Spoiler, click to toggle visibilty

Now I'm using a variable as the bar for the 4 levels, and I want to use it to make it function how I want it to function. Apparently Zero has a habit of entering state 231. Even though the variable reaches to the 4th level (250) and I release the button, Zero enters state 231. When the variable reaches to the 3rd level and I release the button, Zero enters state 232, but then enters state 231 immediately after. I've tried everything that I could think of to fix this, but nothing's working. At first I wanted to give up, but I forgot that I can make as many help threads as I want as long as it's not something that's already solved, so I've decided to try the forums.

https://streamable.com/2ihe4

So, how do I fix this? How do I stop Zero from entering state 231 when he doesn't have to, according to the changestate for 231?
Last Edit: April 24, 2019, 03:58:09 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#2  April 03, 2019, 08:23:24 am
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-About the problem with the habit of entering the wrong State:
You made him enter the State 231 when the variable is BIGGER or EQUAL to 10, meaning, that it goes from 10 to Infinity. You need to create limitations. Here, I tried to fix it:
Code:
;---------------------------------------------------------------------------
; Charge
[Statedef 230]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 230                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2
 
[State 0, VarSet]
type = VarSet
trigger1 = var(3) >= 250
var(3) = 250
 
[State 0, VarAdd]
type = VarAdd
trigger1 = command = "hold_y"
var(3) = 1
 
[State 0, ChangeState]
type = ChangeState
triggerall = var(3) = 250
trigger1 = animtime = 0
value = 0
ctrl = 1
 
[State 0, ChangeState]
type = ChangeState
triggerall = var(3) >= 150 && var(3) < 250
triggerall = var(3) >= 100 && var(3) < 150
triggerall = var(3) >= 50 && var(3) < 100
trigger1 = command != "hold_y"
trigger1 = command != "holddown"
value = 232
 
[State 0, ChangeState]
type = ChangeState
triggerall = var(3) >= 150 && var(3) < 250
triggerall = var(3) >= 100 && var(3) < 150
triggerall = var(3) >= 50 && var(3) < 100
trigger1 = command != "hold_y"
trigger1 = command = "holddown"
value = 233
 
[State 0, ChangeState]
type = ChangeState
trigger1 = var(3) >= 10 && var(3) < 50
trigger1 = command != "hold_y"
value = 231
 
[State 0, PalFX]
type = PalFX
trigger1 = var(3) = 250
time = 40
add = 256,256,256
sinadd = 256,256,256,50
invertall = 0
color = 256
Last Edit: April 03, 2019, 08:29:34 am by Trololo
Re: Maverick Hunter Zero Help: Z Buster function
#3  April 03, 2019, 08:52:49 am
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Code:
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = var(3) < 10
trigger2 = command != "hold_y"
var(3) = 0

[State 0, VarSet]
type = VarSet
trigger1 = var(3) > 250
var(3) = 250
 
[State 0, VarAdd]
type = VarAdd
triggerall = var(3) < 250
trigger1 = command = "hold_y"
var(3) = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = var(3) = 250
trigger1 = animtime = 0
trigger2 = var(3) < 10
trigger2 = command != "hold_y"
value = 0
ctrl = 1
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Re: Maverick Hunter Zero Help: Z Buster function
#4  April 12, 2019, 09:29:35 am
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Odb, Trololo, I got internet on my computer, but I'm using my phone's personal hotspot as the connection.

So, I tried both of your codes, as you can see:

Spoiler, click to toggle visibilty

And this happened (I hope you can see the debug alright).

https://streamable.com/v7sp6

But get this. When I was recording the issue on my phone, Zero did Genmu Zero out of the blue, and then did the full powered shot and etc. So I don't know what happened there.

But, if you're wondering if there's a change state that makes Zero go to state 231 in the full powered shot, there isn't.

Here's the full powered shot after you release the button:

Spoiler, click to toggle visibilty

There is a changestate, but it's for state 0, not state 231.
Re: Maverick Hunter Zero Help: Z Buster function
#5  April 12, 2019, 09:44:33 pm
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Stop using projectiles. Make helpers.
and wth is all this?
triggerall = var(3) >= 150 && var(3) < 250
triggerall = var(3) >= 100 && var(3) < 150
triggerall = var(3) >= 50 && var(3) < 100

so if it's = 50, and up to 99, and = 100 and up to 149, and = 150, and up to 249.
So >=50 && <= 249.
What happened to the changestate for 250??
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Re: Maverick Hunter Zero Help: Z Buster function
#6  April 13, 2019, 01:30:48 am
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Stop using projectiles. Make helpers.
and wth is all this?
triggerall = var(3) >= 150 && var(3) < 250
triggerall = var(3) >= 100 && var(3) < 150
triggerall = var(3) >= 50 && var(3) < 100

so if it's = 50, and up to 99, and = 100 and up to 149, and = 150, and up to 249.
So >=50 && <= 249.
What happened to the changestate for 250??

It makes no difference on whether I make a helper or use a projectile, they both do the same thing regardless. And besides, I'm not planning on doing anything fancy with the full powered shot, and I don't want it to be deflectable by MegaMan Zero's Shield Boomerang, so using projectiles for that is just easier for me.

That code came from Trololo. He gave me the code to try it out, and it gave me what I showed you in the video.

Nothing changed in state 250. As soon as var(3) got to 250, I expected Zero to do the full powered shot, and then do the half shot as a means to show you, but out of the blue he did Genmu Zero, and then did the other 2 shots. I actually have evidence on my phone, let me get it for you.

https://streamable.com/zlsev
Last Edit: April 13, 2019, 01:58:28 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#7  April 13, 2019, 09:50:38 pm
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So did you check out that move's changestate trigger in statedef -1?
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Re: Maverick Hunter Zero Help: Z Buster function
#8  April 14, 2019, 03:41:47 am
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Yes, I've been placed it to the near bottom, and it still triggers after the full charge shot.

Here's what the command for state 231 looks like:

Code:
;---------------------------------------------------------------------------
;Half Buster Shot
[State -1, Half Buster Shot]
type = ChangeState
value = 231
triggerall = var(3) >= 10
triggerall = command != "hold_y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

And here are the commands for the full charge shots/sword beams:

Spoiler, click to toggle visibilty
Re: Maverick Hunter Zero Help: Z Buster function
#9  April 14, 2019, 09:17:17 am
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As soon as var(3) got to 250, I expected Zero to do the full powered shot, and then do the half shot as a means to show you, but out of the blue he did Genmu Zero, and then did the other 2 shots.
This is the move I was talking about.

Also, again, all of this
triggerall = var(3) >= 150
triggerall = var(3) >= 100
triggerall = var(3) >= 50
is equal to this
triggerall = var(3) >= 50
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Re: Maverick Hunter Zero Help: Z Buster function
#10  April 14, 2019, 10:05:09 am
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So how can I make Zero fire the shot at any of those levels when the button's released?
Re: Maverick Hunter Zero Help: Z Buster function
#11  April 14, 2019, 11:11:24 am
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Hey reddragoncats17, there seems to be more going on somewhere else in the code, don’t know if anyone will be able to solve it without seeing the whole code. If you like, send me the character and I will take a look at it for you, it might be Monday when I will get the time

Talk to you soon

MGMURROW
Re: Maverick Hunter Zero Help: Z Buster function
#12  April 14, 2019, 11:27:16 am
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Wow, you're the first person to offer me such a thing. Let's see what Odb or other have first, then I'll send you Zero.

Since you suggested that people should see the whole thing, here it is:

Spoiler, click to toggle visibilty
Re: Maverick Hunter Zero Help: Z Buster function
#13  April 15, 2019, 07:51:43 am
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You don't have State 205 listed. You don't have the changestates that put you into States 233 - 237.
Those states look identical except for the VarSet in each one. The Projectile can become a helper and reduce a lot of that down. And it'll increase compatibility with other chars in the future. You can still do your 2004/2005 ID if need be.
So how can I make Zero fire the shot at any of those levels when the button's released?
I'm not sure why you think it'd be different when it's exactly the same. I'm just pointing out it's redundant.

You move still has the ability to Set Var(3) to = 250, but no trigger once it DOES = 250.
It doesn't seem like you've edited anything in the last few days.

Projectiles are not your friend. Stop using projectiles. Once you learn how to make helpers easy, your editing skills will level up.
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Re: Maverick Hunter Zero Help: Z Buster function
#14  April 15, 2019, 09:44:47 am
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I think I'm getting somewhere, finally. I changed the triggeralls from this:

Code:
[State 0, ChangeState]
type = ChangeState
triggerall = var(3) >= 150 && var(3) < 250
triggerall = var(3) >= 100 && var(3) < 150
triggerall = var(3) >= 50 && var(3) < 100
trigger1 = command != "hold_y"
value = 232

Into trigger1 and trigger2 like this:

Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = command != "hold_y"
trigger1 = var(3) >= 50
trigger2 = var(3) >= 100
trigger2 = var(3) >= 150
value = 232

And Zero is now using his full buster shots at those var levels like he's supposed to. The thing is he does a full buster shot when the var goes to 150, and the var drops down to 0 like a stone.

https://streamable.com/w62jb

I think I'm getting closer. I just need to modify that code a little bit more. I've tried every combination I've thought of, even in numerical order, and this seems to be the best one.

I also need to modify these to make them trigger properly.

Spoiler, click to toggle visibilty

Let me try a few things. If you got anything in mind, let me know and I'll give it a shot. I'll holler in the Discord channel if I've got nothing.

Update: Okay, for the varsets at the end of state 232, I changed the triggerall into trigger1 and did the other triggers in numerical order.

Spoiler, click to toggle visibilty

I got this as a result:

https://streamable.com/9s5r4

I'm gonna try different orders and see if there's any change.
Last Edit: April 15, 2019, 10:59:23 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#15  April 15, 2019, 11:38:37 am
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Just clicked on this right before I'm passing out. I don't have time to really dig into everything for you, but
NO
NO NO NO NO NO!
Think about what this is saying
trigger1 = var(3) >= 50
trigger2 = var(3) >= 100
trigger2 = var(3) >= 150

If Var 3 is over 50 it's going to trigger right?
Is 150 over 50??
Read it out loud if you have to. SEE what the problem is here man. This is a major hiccup for you. 
Is 4,372 greater than 50?
Is 4,372 greater than 150?
Get why asking the 2nd and 3rd question dont fucking matter to Mugen yet??


I'll read the rest in about 18h or so when I get free time.
----
You're missing something very simple. I'm not sure what to tell you in order for you to understand. You need to think things through. Think things completely through to the end. You need to think, what's this particular trigger going to do. What does this particular trigger stop from happening. Do all of those things equal what I want. Think things ALL the way through.
Case in point.
Spoiler, click to toggle visibilty
If there's no projectile what trigger(S) will happen.
How are all of these VarSets similar?? Is there any part of the values that are exactly the same?? What's the end goal of doing the varset????
These 3 VarSets are exactly the same. When you have more than 1 thing that's exactly the same, that means it can become ONE thing.

Make ALL 3 of these VarSets into ONE VarSet. Post your answer.
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Last Edit: April 16, 2019, 05:21:20 pm by Odb718
Re: Maverick Hunter Zero Help: Z Buster function
#16  April 17, 2019, 01:34:56 am
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Make ALL 3 of these VarSets into ONE VarSet. Post your answer.

While I was waiting for your reply, I did try to make those varsets into one. The problem is making a code for simply that. At first I thought a ifelse code could work, but I quickly realized that I know only 1 trick for ifelse, and I realized that ifelse isn't meant for what I was thinking it was for. So my problem is figuring out what works best. I'm looking at a reference of triggers, some of them I have used (except for AILevel, StageVar, and some of the math triggers), and at this point I was thinking about just using these brackets (||), but I thought that won't work either. So I'm sorry, but I don't have a answer for this. I believe this is gonna take a combination of you and some of the MUGENites that are just at the top, people who have been manipulating this very engine to such heights that even I cannot calculate.

Edit: I do know one thing's for sure, whatever you got in mind, it's possible that the trigger is going to have parentheses, or somehow make the brackets work in a way that I didn't even know or think of.

Edit 2: Hold up, I just remembered something. You, Odb, gave me this for my MegaMan Zero.

Code:
[State 0, VarSet]
type = VarSet
trigger1 = command = "b"
v = 13
value =ifelse(var(13)=0,1,(ifelse(var(13)=1,2,0)))
ignorehitpause = 1

I think a ifelse code is possible, the problem is the trigger1. Now I did make this using brackets:

Code:
[State 0]
type = VarSet
triggerall = command != "hold_y"
trigger1 = var(3) >= 50 || var(3) >= 100 || var(3) >= 150 && var(3) < 250
trigger2 = numproj != 0
var(3) = 0

I don't know if you approve of this, but you are my genius even in this very moment, so I'm sure you'll come up with a quick fix within a few seconds. So, I think I got the code for the value, I just need to change trigger1.

I did, however, fix this.

Code:
[State 0, ChangeState]
type = ChangeState
triggerall = command != "hold_y"
trigger1 = var(3) >= 150
trigger1 = var(3) >= 100
trigger2 = var(3) >= 50
value = 232

Now I will say this, at first I was stumped because I saw your reaction in the reply, and I did say it was working the way it's supposed to mostly, but I saw greater than things, so I rearranged the variables and they did the exact same thing. I changed the trigger for command != "hold_y" into a triggerall for experimentation, and Zero's Z Buster now functions the way it's supposed to, the thing is I have to make the varset function exactly how I want it to, and again, I've got nothing.
Last Edit: April 17, 2019, 09:16:57 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#17  April 17, 2019, 10:55:01 am
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I'm not sure if you know any algebra, but coding stuff for mugen is very similar.
a+b=c
Just like algebra you can reduce things down.
Spoiler: This can be reduced down (click to see content)
Notice that it's all the same thing that's scratched out?

Spoiler: delete duplicate code and reorder (click to see content)
Notice that all you're doing is minusing 50 from Var 3?

Spoiler: VarMinus? (click to see content)
Now ask yourself, do the three triggers need to be activated at different times? Should the var be subtracted 3 different times?? Once when you let go of y, once when there arent any projectiles, and another time if var(3) is = to, or over, 50??
Or do you only want to subtract it one time?


You're still not really looking at what you're typing.
trigger1 = var(3) >= 150
trigger1 = var(3) >= 100
trigger1 and trigger...1...
If var 3 is equal or greater than 100, say idk, 101, will trigger 1 fire off?? Post your answer.
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Re: Maverick Hunter Zero Help: Z Buster function
#18  April 18, 2019, 02:49:59 am
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Sure, I could've used a varadd instead of a varset to subtract the var(3), but there is one problem. If the var is somewhere in 70 or 80, and the varadd subtracts it, it'll lead us into some problems, like Zero going into state 231 after he's done with 232. We don't want to run into that issue again.

Part of the reason why I want to use a varset instead of a varadd is because after Zero fires the shot, I want the var to go to a specific number. Yes, I want it to be subtracted 3 different times.

About the changestate for 232, I tried the numerical order for the triggers, and to my surprise it's still working properly. It's strange too, it had a different effect the first time I tried it, but that's probably because I had the command trigger at the bottom and as trigger4, not triggerall like I have it now.

Code:
[State 0, ChangeState]
type = ChangeState
triggerall = command != "hold_y"
trigger1 = var(3) >= 150 && var(3) < 250
trigger2 = var(3) >= 100
trigger3 = var(3) >= 50
value = 232
Last Edit: April 18, 2019, 03:23:44 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#19  April 18, 2019, 11:28:46 am
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Sure, I could've used a varadd instead of a varset to subtract the var(3), but there is one problem. If the var is somewhere in 70 or 80, and the varadd subtracts it, it'll lead us into some problems, like Zero going into state 231 after he's done with 232. We don't want to run into that issue again.[/code]

Sounds like you'd just want to code state 232 a bit better.

Code:
[State 0, ChangeState]
type = ChangeState
triggerall = command != "hold_y"
trigger1 = var(3) >= 150 && var(3) < 250
trigger2 = var(3) >= 100
trigger3 = var(3) >= 50
value = 232
Dude. How can trigger 3 NOT happen, and trigger 1 happen??????
How can var 3 be 51, and you still check to see if it's over 100?????????
Think about this.
How does trigger 1 HAVE TO BE THERE if trigger3 is there???????

Quote and answer the question in red.
You have got to get this.
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Re: Maverick Hunter Zero Help: Z Buster function
#20  April 18, 2019, 11:52:17 am
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Dude. How can trigger 3 NOT happen, and trigger 1 happen??????

My answer: Now I'm confused.

What's wrong with it? It works fine. Zero fires the full shots when the var is at, or over, 50, 100, or 150, so trigger1 and trigger3 do happen. Are the other triggers not necessary? Do I have to make 1 fancy trigger or something? I'm stumped.

Could you put a comment somewhere on the code I posted and tell me what I should change or pitch (delete), or at least tell me what you're saying, please (gotta use my manners)? Because I am so confused right now.
Re: Maverick Hunter Zero Help: Z Buster function
#21  April 18, 2019, 05:06:02 pm
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RedDragonCats17 said:
Code:
[State 0, ChangeState]
type = ChangeState
triggerall = command != "hold_y"
trigger1 = var(3) >= 150 && var(3) < 250
trigger2 = var(3) >= 100
trigger3 = var(3) >= 50
value = 232

Why does var(3) need to be used in three different triggers? Do you realize you're saying the same thing three times when all you need to write is this?

Code:
trigger1 = var(3) >= 50 && var(3) < 250

You do realize 100 and 150 are both more than 50 and less than 250, right? You don't need those triggers. You're repeating the code unnecessarily. As it's written right now (and to my understanding), once trigger3 hits, nothing else will. It's not hard to grasp. Just condense it.



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Last Edit: April 18, 2019, 05:13:37 pm by Afterthought
Re: Maverick Hunter Zero Help: Z Buster function
#22  April 18, 2019, 10:09:05 pm
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I do want Zero to fire the full shot 3 times, and if this were to work the same way, I'd be stunned.

As of now, my eyes are on these:

Spoiler, click to toggle visibilty

Now Odb did suggest that I could use a varadd:

Code:
[State 0]
type = VarAdd
trigger1 = command != "hold_y"
trigger2 = numproj != 0
trigger3 = var(3) >= 50
var(3) = -50

And I could have, but part of the reason why I want to a varset is because I want the variable to be subtracted to a specific number. If I use a varadd, and the variable is somewhere in 70 or 80, it's going to trigger state 231 after state 232 is finished. I want the variable to shoot down to exactly 100 if it's over or equal to 150, and down to exactly 50 if it's over or equal to 100, and et cetera,

Now I remembered that Odb gave me this for a switchable weapons system:

Code:
[State 0, VarSet]
type = VarSet
trigger1 = command = "b"
v = 13
value =ifelse(var(13)=0,1,(ifelse(var(13)=1,2,0)))
ignorehitpause = 1

And at first I thought that a ifelse code would not work, but I found that and it could be a possibility. The problem is the trigger. I don't know a fancy trigger that'll give me the exact function that I want.
Last Edit: April 18, 2019, 10:14:17 pm by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#23  April 20, 2019, 12:59:00 pm
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I'm going to try and simplify this a bit as oh my god has it been made silly. We'll ignore stage 4 for the moment. It's easy to add in, but we're not going to do that now. If you are super attached to what you've done, don't delete it, but also, don't use it any more. Lets go to a new set of states.

I'm going to pick on 300.

Your initial state is a chargeup state. This is where you hold the button down. The length of time defines which z buster state you are sent to. We are going to split these up using TIME as the trigger. If you release the Y key while the time triggers are true you go to that state.

So

State 300

Full Power
Changestate
time >= 150
command != "hold_y"
Value = 303

2 shots
Changestate
time < 150
time >= 100
command != "hold_y"
Value = 302

1 shot
Changestate
time < 100
time >= 50
command != "hold_y"
Value = 301

Then, in state 303 we have a changestate at the end, that sends us to 302, so we do a second shot. In 302 we have a changestate that sends us to 301, so we do a 3rd shot. State 301 lets us go back to standing when it's done.

Yeah, that's not fancy, but it will work and doesn't use a variable right now. It doesn't include everything you want, but the way you code things isn't everything at once, it's 1 thing at a time. This bit is allowing for the charge up to happen, and fire off the number of shots depending on level. You need 4 states for this. The charge up, and 1 per projectile.


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Last Edit: April 20, 2019, 01:03:53 pm by Cyanide
Re: Maverick Hunter Zero Help: Z Buster function
#24  April 20, 2019, 01:42:02 pm
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Here's the code.

Charge:

Spoiler, click to toggle visibilty

3 shots:

Spoiler, click to toggle visibilty
Re: Maverick Hunter Zero Help: Z Buster function
#25  April 20, 2019, 01:49:25 pm
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Spoiler: Same triggers are bad (click to see content)
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Re: Maverick Hunter Zero Help: Z Buster function
#26  April 20, 2019, 01:54:51 pm
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Please don't add in extra stuff. That time >= 250 is NEVER going to be met because the time >= 150 will trigger before it. I didn't tell you to add it, and I don't know why you have.

To resolve your unmentioned issue, you want his second and 3rd shots to come out with  the push of a button rather than automatically. So we alter the shooting states as follows (also, why did you add prevstateno, I didn't say to put that in there, it's not meant to be there at all) Change state 232 as below.

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 10
trigger1 = command = "y"
value = 233

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 30
value = 0
ctrl = 1

I'm not going into buffers here, but that will give you a window of 20 ticks to tap Y again and fire the second shot. Repeat this for state 233 but NOT for 234.


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Re: Maverick Hunter Zero Help: Z Buster function
#27  April 20, 2019, 01:55:27 pm
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Gone.

Spoiler, click to toggle visibilty

------

Small problem: Zero is firing automatically.

I got rid of the var(3) in Zero's commands for the shots, and now Zero is automatically going to state 231.
Last Edit: April 20, 2019, 02:08:00 pm by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#28  April 20, 2019, 02:30:33 pm
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Post the changestate
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Re: Maverick Hunter Zero Help: Z Buster function
#29  April 20, 2019, 11:48:31 pm
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Code:
;---------------------------------------------------------------------------
;Half Buster Shot
[State -1, Half Buster Shot]
type = ChangeState
value = 231
triggerall = command != "hold_y"
triggerall = command != "holddown"
triggerall = time >= 10
trigger1 = statetype = S
trigger1 = ctrl
Re: Maverick Hunter Zero Help: Z Buster function
#30  April 21, 2019, 12:44:11 am
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Where has state 231 come from. Why are you referencing it in the cmd? Honestly dude i want to help but you keep doing weird shit. You need 4 states. Thats it. You only need the changestates ive told you about.

Please for the love of fuck stop adding extra shit.


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Re: Maverick Hunter Zero Help: Z Buster function
#31  April 21, 2019, 01:01:44 am
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State 231 is actually the half shot, which is player Zero's buster shot from X5. It originally triggers when the variable is greater than or equal to 10, but less than 50, now it's supposed to trigger with time since the variable is gone. I actually worked on this first before I started the other shots.

Originally, Zero was automatically going into either state 232 after I got rid of the variable in the command, but since I added the time trigger in the command, he's going into 231 instead.
Last Edit: April 21, 2019, 01:29:33 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#32  April 21, 2019, 01:15:09 am
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But we're not working on that bit are we. We're doing the simple charge mechanism. Take the changestate for 231 OUT of your cmd and take it out of the charge up. You don't even know what you've broken and i can't help you out when you break stuff by adding something new that wasn't in the original help.

Please do not add extra shit. Just stop doing that. We can add it when the ONE thing we are looking at works and you ask for a new feature to go in. Right now here is what you are making work

Press and hold y. If you hold it long enough you do 1 2 or 3 shots. Each shot requires an additional button press.

Thats all we're doing. Nothing else. Once you understand why that works we will do a SINGLE additional feature of your choice. We can repeat for each feature but you only get one at a time.


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Re: Maverick Hunter Zero Help: Z Buster function
#33  April 21, 2019, 01:38:00 am
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It's gone. Now it's just the full shots.

Now Zero does go into state 234 when the time reaches 50 ticks. The changestate for 233 works, I go into 233 when I press Y before 20 ticks, but we need to do something about 234.
Re: Maverick Hunter Zero Help: Z Buster function
#34  April 21, 2019, 01:44:00 am
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So the basic charge is working and you can transfer to the second shot with a button press but you get to the 3rd shot automatically. Repeat what you did in state 232 in state 233 but have that send you to 234 instead. I am also making the assumption that a button press is required for 2 shots as well.

Do i have that right? You really need to explain what things are doing and precisely what isn't doing what you want and why.


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Re: Maverick Hunter Zero Help: Z Buster function
#35  April 21, 2019, 02:40:26 am
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Zero does the third shot with a button press now, but he's still doing one shot automatically when the time reaches to 50 ticks.  I'd be standing around, in game, not pressing anything. The time is ticking, and once it reaches to 50, Zero enters state 234 automatically, so I need a way to fix this.
Re: Maverick Hunter Zero Help: Z Buster function
#36  April 21, 2019, 03:07:06 am
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Uhh. How are you getting into state 230? You push Y don't you? Do you not have a command to get you into the state in the first place?


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Re: Maverick Hunter Zero Help: Z Buster function
#37  April 21, 2019, 03:27:06 am
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Actually I do.

Code:
;---------------------------------------------------------------------------
;Charge
[State -1, Charge]
type = ChangeState
value = 230
triggerall = var(30) = 0
triggerall = command = "hold_y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

If you don't know what the variable is for, it was for something else I was working on. It's actually meant to separate this with the other thing which I'll tell you another time, unless you really want to know. For now, just pretend that it's not there.
Re: Maverick Hunter Zero Help: Z Buster function
#38  April 21, 2019, 04:03:49 am
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Well. That says you have to hold y to get to state 230. But you said it happens if you press nothing. Either that wasn't accurate or you have a terrible changestate somewhere else.


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Re: Maverick Hunter Zero Help: Z Buster function
#39  April 21, 2019, 04:19:00 am
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There isn't a changestate anywhere, this is all I got so far in the CNS

Spoiler, click to toggle visibilty

And the CMD:

Spoiler, click to toggle visibilty

Also, originally Zero enters state 234, I put the time triggerall into the command, and now Zero enters state 232. Here's a video for evidence.

https://streamable.com/29a8x

I'm not pressing anything what-so-ever. My hands were off the keyboard during the recording of the video, and Zero still does this.
Re: Maverick Hunter Zero Help: Z Buster function
#40  April 21, 2019, 04:44:54 am
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Your cmd is utterly wrong. Why are those there. You have state 230. Thats all you should have in the cmd. Are you paying any attention or just doing random shit?

Ill take a little blame for not addressing the cmd earlier but i don't get how set up a starting state has turned into additional commands being needed. All you're doing is making it harder on yourself.


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Re: Maverick Hunter Zero Help: Z Buster function
#41  April 21, 2019, 05:20:47 am
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I originally put the commands there because I was using some of the stuff from MegaMan Zero's Omega mode. That's what I was initially going for with the variable, and that's why I needed help with the varset, because in my mind the varset was more complex than the varset in Omega's first shot because it supports more than 1 variable number (150, 100, and so on. The varset in Omega's first shot only supports 1 variable number, which is 150).

Zero does fire the other shots on command. So what's next?
Re: Maverick Hunter Zero Help: Z Buster function
#42  April 21, 2019, 05:37:59 am
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Lets see if you can explain to me what you've done and why it works.

Then you can say if there is anything else the effect needs that it doesn't do yet

Then you can choose one of the other 3 or 4 things you want to do with this attack and we'll make that function


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Re: Maverick Hunter Zero Help: Z Buster function
#43  April 21, 2019, 07:37:53 am
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This is going to be interesting. I am no coding professor, so hopefully you understand what I am trying to say.

Originally these were using a variable, but you suggested time, so they use time instead.

Spoiler, click to toggle visibilty

At the end of each of these states, there are 2 changestates.

Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 10 ;This requires you to fire at greater than or equal to 10 ticks.
trigger1 = command = "y" ;This time, you're supposed to press Y, not hold it down.
value = 233

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 30 ;If you just stand around for more than 30 ticks, you'll just go back to 0. This'll leave a 20 tick gap to fire the 2nd shot.
value = 0
ctrl = 1

Why does it work? Because depending on the "level" (if that's what you'll call it), you'll get either 3 shots, 2 shots, or just 1 shot, and you can just fire the shots with a press of a button.

Now the only thing this needs is to be able to fire the other shots at any time. It could be a random time.

Now what are the 3 or 4 things I want to do? Well, I'm pretty sure that you know that I want to bring the variable back. If not, well, I want to bring it back.

The variable serves as a secondary power bar and the numbers represent levels. I have used variables for charge attacks before, and a good lot of them work, but not for this particular case. I guess what we can do is use the other shot states as separate states for separate shots. It may be messy, but at least it's more simple than making a var set that supports more than one variable number, which is what I was initially going for, but now I want to go for the simple route. Originally I wanted to go balls out and just try to do something extremely complicated, but since I did this, I realized that I don't have to do something that complex.

I don't know if you're annoyed because I want to bring the variable back. If you are, then I apologize, I really do. I want to try something that is in my head right now, but I want to see what you have in mind first, since you are the teacher here.

(I'm gonna be honest, I wasn't sure if you were talking about what I did with Omega Zero or Maverick Hunter Zero, so I just went for Maverick Hunter Zero since he's the subject)
Re: Maverick Hunter Zero Help: Z Buster function
#44  April 21, 2019, 07:53:32 am
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Good enough. Imperfect but good enough. So you want to be able to enter 2 shots or 1 shot with a different command? It can't magically know that you want 2 shots just by entering that state. This all depends on how that works. I need more info.

We will finish this state and then move onto the next thing. Not before we're done.


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Re: Maverick Hunter Zero Help: Z Buster function
#45  April 21, 2019, 08:51:59 am
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The other 2 shots use the same command, which is pressing Y. I'm thinking about making different change states using different variable numbers, similarly to the change states that use time. We could then use a modified version of this:

Code:
 ;This is a var reset I got from fxfrietas. After the shots are fired, the var resets to 0. Instead of making the var reset to 0, depending on the state, we could make the var go down to a certain number.
[State 310, Buster Reset]
type = VarSet
triggerall = command != "hold_y" ; Obvious thing is obvious.
trigger1 = var(3) >= 0 ; This we could change. I don't think it'll make much difference.
trigger2 = numproj != 0 ; I'm not sure why this is here, though. I'll have to look at the source and see if fxfrietas explained what it's for.
var(3) = 0 ; This we're definitely changing. Depending on the state, this number will shoot down to a certain number, like 150 in state 232. 150 will shoot down to state 100, giving use the opportunity to go to state 233.

(Imma be honest again, I got side tracked because a friend texted me about a indie project that I'm making, so I kinda forgot what I was about to say next. My bad)

-----

Hold on, I was wrong about the var reset. It's not that one, it's this one:

Code:
[State 310, Buster Reset]
type = VarSet
triggerall = command != "hold_y" ; Do I need to say it again?
triggerall = var(3) > 0 ; Unlike the var reset, this has to be greater than 0. I don't know if we have to change it or not, that's up to you.
trigger1 = time != 0 ; Like the other one, I'm not sure why this is here.
var(3) = 100 ; This would be perfect for state 232.
ignorehitpause = 1

Odb gave this to me for Omega's double charge shot, and I made it work with another command. Here's a video:

https://streamable.com/x14k4

Using more than one command does sound messy, but it is easier. Also, there is a thread that is similar to this one and my double charge shot thread for Omega Zero, and even N64Mario suggested the same thing.
Last Edit: April 21, 2019, 09:17:28 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#46  April 21, 2019, 09:53:55 am
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Ok. So im guessing here but what you are actually doing is saving up 3 shots yes? And if you don't use them the next time you enter the charge up they automatically activate? I need to know if this is correct before we continue

We do need a variable in this situation but it can work in with what we have.


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Re: Maverick Hunter Zero Help: Z Buster function
#47  April 21, 2019, 10:20:21 am
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Yes and no. Yes, I am saving up on 3 shots. No, you can use them at any time. It could be when you're ready fire at a boss. Any time will do. The variable will not reset to 0 automatically or something. It'll only reset to 0 when the last shot is fired, we could use the first var reset for that purpose.

(This is the first time I said yes and no in one sentence.)
Last Edit: April 21, 2019, 10:27:39 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#48  April 21, 2019, 10:30:35 am
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Ok so im going to run through how this attack works

You charge up for as many ticks as needed. Once you release a button you enter a state where a shot is fired. If you held on for long enough you can press the button again to fire a second shot. Or you can push nothing and save the second or third shot till later.

If you then push it again after dropping out do you then have to charge to 3 shots again to fire 3 in a row or does it kick you straight into 2 shots with no charging possible OR does 1 level of charge get you up to 3 shots again making further charging pointless. All methods are doable but you need to know what you're going to do. And stop parroting variable when you haven't actually planned anything yet. You're just pasting random code.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Maverick Hunter Zero Help: Z Buster function
#49  April 21, 2019, 11:53:41 am
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Push it again after dropping out? Like go into a random state while you're in the state, and then push it again? I don't understand that.

If that's the case, then you shouldn't be able do anything else while you're in state 230. This can be a disadvantage, but we're not gonna talk about that now. As for the charge thing, you only need to charge again after you used up all of your shots. You don't go into a random level because of something else, you need to charge again regardless of how many shots you have used up.
Re: Maverick Hunter Zero Help: Z Buster function
#50  April 21, 2019, 11:57:51 am
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So. When you charge to 3 and release that shot. How do you use the other 2 shots if you don't push y again. You've said they get used later. Explain that process. That process has a bearing on how you code it. You have to think about what you're trying to do in a logical way. In steps.


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Re: Maverick Hunter Zero Help: Z Buster function
#51  April 21, 2019, 12:23:21 pm
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Alright, let's start from the beginning. You hold Y, you charge your buster up to 3, and you fire your first shot. Once you fire your first shot, you can use the other 2 shots at any time when you press Y. It doesn't matter how long you stand around or how long you're dodging a boss's attacks (it has to a Touhou boss if it's a minute, or you have to be on hard mode), the other shots are not going anywhere. They are staying until you use them. Perhaps they could disappear when a boss kills you, that could make more sense. After you use all of your shots, you charge up again, and use them again.

I hope this is understandable, because again, I'm not a coding professor, and sometimes my explanations are either imperfect, or they make little to no sense at all.
Re: Maverick Hunter Zero Help: Z Buster function
#52  April 21, 2019, 12:38:38 pm
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You still haven't answered his question.
After you charge up, and fire the first of three shots,
How do you pick if you're going to fire 1 shot, or 2 shots? What are the commands?
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Re: Maverick Hunter Zero Help: Z Buster function
#53  April 21, 2019, 12:50:30 pm
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You just press Y. And as I said, the shots are not going away until you press Y and use them all up.

-----

"How do you pick if they're going to fire 1 or to shots?" You just fire 1 or 2 shots. There is no magic key to switch fire rates, if that's what you're talking about, you just gotta use the pressing speed of your fingers.
Last Edit: April 21, 2019, 08:38:20 pm by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#54  April 21, 2019, 09:34:56 pm
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Fuck me.... look. This is all about how the attack behaves. Can you charge again rather than using the shots or does it instantly use them whe you press y?  You are once again making this hard by being obscure and not explaining things. If its as simple as instantly using at least one of the shots and a choice on using the second we can implement that very simply.

If the attack allows you to charge up again (and if it does please explain how that interacts and if it resets everything)thats also easy but we need to know. I don't g8ve a shit about when or bosses. Just talk about this character and how the ttck behaves.


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Re: Maverick Hunter Zero Help: Z Buster function
#55  April 22, 2019, 12:42:49 am
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It instantly uses them when you press Y.
Re: Maverick Hunter Zero Help: Z Buster function
#56  April 22, 2019, 03:26:05 am
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Both of them or you tap y to get a second one? Blood out of a stone here.


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Re: Maverick Hunter Zero Help: Z Buster function
#57  April 22, 2019, 06:02:51 am
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You have to tap Y to get the second one.
Re: Maverick Hunter Zero Help: Z Buster function
#58  April 22, 2019, 08:30:44 am
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Ok. That took ages. Now we can use your variable. In the charge state we do a varset when time = 0 to make sure the variable is always 0 when charge up starts pick whichever var you want as long as nothin else uses it. Before all the changstates we have a varadd

Type = varadd
Trigger1 time 50
Trigger2 time 100
Trigger3 time 150
V = whatever you picked
Value = 1

Do that and nothing else. Use displaytoclipboard to be sure it goes up when it is supposed to. The placement of this code is important. It should reach 3 and go no higher.

Perhaps i can also get you to explain why it only reaches 3 and maybe what you think I'm going to get you to do with it. It has 2 purposes.


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Re: Maverick Hunter Zero Help: Z Buster function
#59  April 22, 2019, 09:35:55 am
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Code:
[State 0, VarAdd]
type = VarAdd
trigger1 = time = 50
trigger2 = time = 100
trigger3 = time = 150
v = 3
value = 1

What's the next step?
Re: Maverick Hunter Zero Help: Z Buster function
#60  April 22, 2019, 10:11:13 am
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You diid the varset as well right? And you confirmed that the variable increments as it should?

Can you tell me how you think the variable is going to be used. It gets values of 0 1 2 and 3. How does that fit in with the attack.


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Re: Maverick Hunter Zero Help: Z Buster function
#61  April 22, 2019, 10:47:53 am
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I did make this:

Code:
[State 0, VarSet]
type = VarSet
trigger1 = var(3) >= 3
v = 3
value = 3

This is to prevent the number from going any higher, because in this particular case, 3 is the max. And the variable does go up like it should.

Now how it's going to be used. What we could do is use 1, 2, and 3 to get to state 232, state 233, and state 234 when we release the button. And there is some good news, because we don't have to make any commands for releasing the button in the CMD. We got these:

Spoiler, click to toggle visibilty

You could modify them if you want.

Now after the shot is fired, the variable is subtracted by 1. We could use either a varset or a varadd, it makes no difference because they both serve the same purpose for this case, so you can choose the one that's easiest for you, since you're the teacher here.

Now about the other shots being triggered with a tap of a button. We could use a command that requires a variable to be at a specific number and the Y button to simply be tapped. I've actually done that with my Omega Zero, and it does give the effect that the other shots can be fired at a random time. Trust me, it works.

Now since 0 is the variable's start by default, and since we're using time, let's not worry about it. The primary focus here is 1, 2, 3.
Re: Maverick Hunter Zero Help: Z Buster function
#62  April 22, 2019, 07:44:41 pm
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You're saying THIS
[State 0, ChangeState]
type = ChangeState
triggerall = command != "hold_y"
trigger1 = time >= 150
value = 232
Is in your Statedef -1????

Did you think this ALL THE WAY THROUGH?????
How often will time, ANY time, be over 150 tics AND you wont be pressing Y? How often will that happen????????
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Re: Maverick Hunter Zero Help: Z Buster function
#63  April 23, 2019, 02:16:40 am
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What are you talking about? I didn't add that to -1. I didn't even do anything to -1 yet. I was waiting on Cyanide's take and instructions. I copied that from the charge state, I just didn't change the numbers.
Re: Maverick Hunter Zero Help: Z Buster function
#64  April 23, 2019, 07:29:28 am
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Well done. Thats basically all correct. Except your varset. Initialise the var to 0. We're going to want other values available to us for your other attacks.

Next steps are.

In each of the 3 projectile states add a varadd when time is 0 to decrease var 3 by 1.

Then in the cmd place 2 changestates above the charge up one that trigger on Y and very specifically the var for the number of shots. So var(3) = 2 and var(3) = 1. When you have used all 3 shots the variable should be 0. Confirm that and then i think we're done with this bit.

Level 4 is probably the easiest next step.


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Re: Maverick Hunter Zero Help: Z Buster function
#65  April 23, 2019, 08:07:29 am
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I will do that, but first, what about these?

Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 10
trigger1 = command = "y"
value = 233

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 30
value = 0
ctrl = 1

Can I get rid of the top changestate, and switch the trigger of the bottom state to animtime = 0, as if it was a regular changestate?

I completely forgot to ask you about this in the post before Odb's.

-----

I'm not sure how to initialize the var to 0, though. I was thinking about asking you about changing the value from 3 to 4 so that we can keep the other values. After all, we're using time for the most part.
Last Edit: April 23, 2019, 08:48:29 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#66  April 23, 2019, 09:12:56 am
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Leave those alone. We're keeping them. You can use animtime = 0 for the second one. I was basing things on what your state looked like. Otherwise you lose the Y press to get to the next one. Yes we could use the cmd but we're not going to for the chaining. Otherwise you need to make cmd commands that i don't think you should be dealing with because of some of your other... choices.

We're making progress if you've noticed and things actually work how you want them to and you should also be able to see how simple this is when you stop trying to optimise and shoehorn multiple things in even when you don't need to.

Initialise to 0 means set the value to 0. If you manage to enter that state somehow you always want to charge from nothing.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Maverick Hunter Zero Help: Z Buster function
#67  April 23, 2019, 09:33:41 am
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Like this?

Code:
[State 0, VarSet]
type = VarSet
trigger1 = var(3) >= 3
v = 3
value = 0

-----

Code:
[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 3
value = -1

Code:
;---------------------------------------------------------------------------
;Full Buster Shot
[State -1, Full Buster Shot]
type = ChangeState
value = 233
triggerall = var(3) = 2
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Full Buster Shot
[State -1, Full Buster Shot]
type = ChangeState
value = 234
triggerall = var(3) = 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
Re: Maverick Hunter Zero Help: Z Buster function
#68  April 23, 2019, 09:48:10 am
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Re: Maverick Hunter Zero Help: Z Buster function
#69  April 23, 2019, 09:51:11 am
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Better?

Code:
[State 0, VarSet]
type = VarSet
trigger1 = var(3) >= 0
v = 3
value = 0
Re: Maverick Hunter Zero Help: Z Buster function
#70  April 23, 2019, 10:05:00 am
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No. Initialise is time = 0. Otherwise you're just setting it to 0 when it reaches 3 which is stupid.

You do need to get over this obsession with using variables when you don't need to. Time is a perfectly good trigger. Look to that first.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Maverick Hunter Zero Help: Z Buster function
#71  April 23, 2019, 10:20:57 am
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Code:
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 3
value = 0

-----

Now the variable is subtracting and it's working like it should, but there is one problem. State 230 is in the way.

Watch this: https://streamable.com/ew0m6

After I fire the first shot, I press Y and I go straight back to the charge state. How do I fix this?
Re: Maverick Hunter Zero Help: Z Buster function
#72  April 23, 2019, 10:22:36 am
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That problem is going to be fixed in your CMD. You'll need to do a triggerall to check Var(3).
You'll send it to the state it needs to go to based on Var 3's value.

----
You don't have 
    [State 0, VarAdd]
    type = VarAdd
    trigger1 = time = 0
    v = 3
    value = -1
in the character's code right?
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Re: Maverick Hunter Zero Help: Z Buster function
#73  April 23, 2019, 10:30:35 am
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I added a triggerall for var(3) equaling to 0, and that did the job:

https://streamable.com/dptff

So, success. So what about Genmu Zero?

My idea is for it to be a "accidental discovery." Some people like to do certain things in certain games for more time than necessary. Take Super Smash Bros for instance. I actually saw a video of someone making Ganondorf build up power for his sword smash for 12 hours, which is ridiculous, so this is for those who like to build up power longer than 150 ticks. I want to use 250 because I don't want it to be too ridiculous, you know what I mean?

After the attack is done, the var shoots straight down to 0, because it is one of Zero's 2 giga attacks, which is the equivalent of a special in a fighting game.
Re: Maverick Hunter Zero Help: Z Buster function
#74  April 23, 2019, 10:58:32 am
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Easy. Additional varadd in state 230 when the time reaches 250. If the var3 is 4. Go to super state. Or whatever other controls you need. Maybe it kicks you out and pressing Y again has you do it... i dunno but once you set the var to 4 activating the super you have access to it as long as you don't enter 230 to reset it again.

When you hit that state of course you just set the var to 0 again.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Maverick Hunter Zero Help: Z Buster function
#75  April 23, 2019, 11:17:39 am
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I... should have mentioned this, but I do want it to go to state 0 when you let go of Y, and pressing Y has you execute it. So you were right, but how do I do it?
Re: Maverick Hunter Zero Help: Z Buster function
#76  April 23, 2019, 12:04:15 pm
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Your var is set to 4. So you do it the same way you access the other 2 shots.

You need to edit state 230 as well. You need to modify the 3 shot changestate so it doesn't happen past time 250. And you need another that sends you to 0 when time is greater than 250 and y is released. You would now have 4 changestates in state 230.

I am being a little more vague now. We've done both of these things already so i do rather expect you to assemble this using prior experience.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Maverick Hunter Zero Help: Z Buster function
#77  April 23, 2019, 12:28:48 pm
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Genmu Zero is now finished: https://streamable.com/iepjy

So, once again, success. Now, regarding the half shot. I did do a change state for the half shot before, but I need your help with the projectile itself.

You see, the projectile is not destroying itself when I want it to. I want it to destroy itself when it reaches a certain distance.

What's the target? In the middle of the red circle in this image.


(I tried to make it look like a target, but I just decided to make it a circle instead)

The destroy trigger is a changestate. I recently made the changestate for the shot using prior experience, then experimented using pos X = the amount of pixels to get to the middle of the circle, and the projectile just keeps going. How do I make the projectile destroy itself like that?

Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
trigger2 = pos x = 20
value = 2001

---------

I changed the equal sign to greater than or equal to, and I also changed 20 to 68. The projectile is now destroying itself like it should. Fixed.

https://streamable.com/9y2ln

So one last attack for this entire thing: The Hadangeki, which is the sword beam.

Like the full buster shot, you build power up to three levels, but instead of just releasing Y, you hold down and release Y to fire the sword beam. This can lead to several combinations, such as Zero's iconic double charge shot and sword beam combo. What's your take on me achieving this?
Last Edit: April 24, 2019, 03:03:24 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#78  April 24, 2019, 03:36:07 am
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Thats simple too. For your changestates just add command = "holddown" and command != "holddown" respectively to changestates for the y presses or releases.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Maverick Hunter Zero Help: Z Buster function
#79  April 24, 2019, 03:57:49 am
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Groovy.

https://streamable.com/socne

Alright! The Z Buster is finally finished. I was being stupid, trying to make 1 varset work for multiple variable numbers. I should've made multiple changestates and used time to make things a little easier. So thanks, Cyanide.

There are 2 other things I do need help with Maverick Hunter Zero, but after going through this, I'm pretty sure that both of you guys need a break from my dumbass.

So, let's mark this thread as solved. I'm planning on making a idea engineering thread regarding Zero's techniques, and seeing which ones are more useful for me.

-----

Hold on, we're not out of the woods. I thought that I fixed the half shot's projectile, but it's not truly fixed.

Look at this:

https://streamable.com/0zklh

Depending on Zero's position, the projectile will either destroy itself on the target, or it'll destroy itself as soon as it's fired.

Here's the changestate:

Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
trigger2 = pos x != [-68, 68]
value = 2001

What's your take on the projectile destroying itself?
Last Edit: April 24, 2019, 06:19:56 am by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#80  April 24, 2019, 11:08:17 am
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Re: Maverick Hunter Zero Help: Z Buster function
#81  April 24, 2019, 11:51:32 am
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Okay, I want it to destroy itself when the distance is -174 pixels away from Zero. So how do I do that?

-----

https://streamable.com/yc97l

parentdist x does a much better job, surprisingly. So, now the thread is solved.
Last Edit: April 24, 2019, 12:15:55 pm by RedDragonCats17
Re: Maverick Hunter Zero Help: Z Buster function
#82  April 25, 2019, 11:33:38 am
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Remember to mark the thread as solved. Gotcha this time
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