YesNoOk
avatar

Marisa_RP (Read 79053 times)

Started by TrinitroRoy, May 17, 2013, 08:27:39 am
Share this topic:
Re: Marisa_RP
#61  July 07, 2013, 07:00:08 am
  • *****
  • Thanks and God bless
    • USA
    • ricepigeon.neocities.org


Just tested the update quickly, found this was still there.
Re: Marisa_RP
#62  July 07, 2013, 09:42:47 am
  • *****
  • Back to the Beginnings
    • https://discord.gg/hnyK7JZ
[youtube]http://www.youtube.com/watch?v=yLcRZlKdz-Q[/youtube]

Just tested the update quickly, found this was still there.
:pwn:
How do you do that?
EDIT: Okay, now I could pull that off as well... >_<
I have now idea why that happens, though...
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#63  July 07, 2013, 10:34:17 am
  • ****
    • Hungary
    • seravy.x10.mx/Wordpress
Physics=A on a helper can result in clones. Physics=A automatically changes players to the landing state (52) when reaching the ground, and you don't want that on a helper.
For the going through the floor part, most likely it's the opposite, having no physics on Marisa when she should be having A.
Re: Marisa_RP
#64  July 07, 2013, 12:13:49 pm
  • *****
  • Back to the Beginnings
    • https://discord.gg/hnyK7JZ
Physics=A on a helper can result in clones. Physics=A automatically changes players to the landing state (52) when reaching the ground, and you don't want that on a helper.
For the going through the floor part, most likely it's the opposite, having no physics on Marisa when she should be having A.
Okay, removed physics=A from the helper. About Marisa herself:
Code:
;Jump Medium Attack
[Statedef 610]
type    = A
movetype= A
physics = A;N
ctrl = 0
anim = 610
;velset = 0,0
sprpriority = 2

[State 610, STS]
type = statetypeset
trigger1 = animelem = 2
physics = N

[State 210, VOICE]
type = playsnd
trigger1 = animelem = 4
value = 210,0
channel = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1,10;210,1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,1

[State 610, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Burst"
ID = 611
stateno = 611
pos = 20,-25
postype = p1
facing = 1

[State 210, 2]
type = HitDef
trigger1 = var(6) > 0
trigger1 = time = 0
attr = A, NA
animtype  = Med
damage    = 36, 0
priority = 5,hit
hitflag = MAF
guardflag = MA
pausetime = 11,11
sparkno = S8010+(random%2)
guard.sparkno = S8030
sparkxy = -5,-45
hitsound   = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -6.5,0
air.velocity = -5,-1
getpower = 60,30
givepower = 30,30
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -6.5
id = 610
p2facing = 1
p1facing = 1
nochainid = 3002

[State 1401, TV]
type = targetvelset
trigger1 = movehit = 1
trigger1 = numtarget(610)
trigger1 = target(610),statetype = A
;trigger1 = frontedgebodydist < 140
persistent = 0
ID = 610
x = -12
y = -1.5

[State 1401, TS]
type = targetstate
trigger1 = movehit = 1
trigger1 = numtarget(610)
trigger1 = target(610),statetype = A
;trigger1 = frontedgebodydist < 140
ID = 610
value = 250;650
persistent = 0
ignorehitpause = 1

[State -2, VarA]
type = varadd
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 3
var(6) = -2

[State 610, STS]
type = statetypeset
trigger1 = animelem = 9
physics = A

[State 610, CS]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1
:-\
Is it, because of the physics = N from animelem=2 until animelem=9?
Also, I looked up your graze code even further.
I really seems like it's just nothitby which triggers whenever the variable is 1 or 2, plus some additional FX.
I have started to implement that now.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#65  July 07, 2013, 12:28:12 pm
  • ****
    • Hungary
    • seravy.x10.mx/Wordpress
Quote
Is it, because of the physics = N from animelem=2 until animelem=9?
Yes

Quote
I really seems like it's just nothitby which triggers whenever the variable is 1 or 2, plus some additional FX.
Pretty much yes.
You need to add the nothitby to the dash states, these to state -3 :

Code:
[State 0, VarSet]
type = VarSet
trigger1 = 1
;***********************************************************************************************
var(55)=1     ; 0 - Graze OFF, 1 - Graze for normal and special proj., 2- Graze for all proj.
;***********************************************************************************************

;--------------------------------
; Post grazing restrictions counter
[State -3]
Type=Varset
Trigger1=Stateno=100
Trigger2=Stateno=105
Trigger3=Stateno=110
Trigger4=Stateno=115
var(15)=10

[State -3]
Type=Assertspecial
Trigger1=var(15)>0
flag=noairguard
flag2=nostandguard
flag3=nocrouchguard
ignorehitpause=1

[State -3]
Type=Varadd
Trigger1=var(15)>0
var(15)=-1
ignorehitpause=1

; Grazing
[State 130]
Type = Helper
Triggerall = var(55)!=0
Triggerall = NumHelper(162)=0
Trigger1 = Stateno=[100,115]
Trigger2 = Stateno=1100
Trigger2 = anim!=1100 || (Animelem =3,<=0)
Trigger3 = Stateno=1110
Trigger3 = time=[21,37]
StateNo = 162
ID = 162
Name = "GrazeEffect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1
supermovetime=99999
pausemovetime=99999

add a triggerall=var(15)=0 condition to the dash commands in the cmd file to make sure it's not possible to graze while it's on cooldown and then copy state 162. Then you add anim 162 and 163 (both empty animations, one has a clsn1 and clsn2 other only has clsn1. They are used to detect the projectiles and trigger the graze effect), the necessary sound and and animation for the effect itself, and that's all.
Assuming you do want the 10 ticks of cooldown after grazing, otherwise you don't need the var(15) stuff, but it's kinda unfair without it.
Re: Marisa_RP
#66  July 07, 2013, 12:53:39 pm
  • *****
  • Back to the Beginnings
    • https://discord.gg/hnyK7JZ
Thanks. Now I have almost fully implemented it.
I just need to do the explod animation now.
Also, is it normal that a Combo Counter shows up on Marisa's side whenever she grazes? I don't think so...
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#67  July 07, 2013, 01:35:45 pm
  • ****
    • Hungary
    • seravy.x10.mx/Wordpress
Thanks. Now I have almost fully implemented it.
I just need to do the explod animation now.
Also, is it normal that a Combo Counter shows up on Marisa's side whenever she grazes? I don't think so...
Never really paid attention to that but yes, it happens for me too. I guess reversals increase the counter...docs say Reversaldef doesn't take a numhits parameter so you will need to use hitadd with value-1 to get rid of it I guess.

Edit : numhits=0 actually works. Docs are incomplete...
Time to copy that line over into all the characters, eww...
Last Edit: July 07, 2013, 01:39:26 pm by Seravy
Re: Marisa_RP
#68  July 07, 2013, 01:49:37 pm
  • *****
  • Back to the Beginnings
    • https://discord.gg/hnyK7JZ
Thanks. Now I have almost fully implemented it.
I just need to do the explod animation now.
Also, is it normal that a Combo Counter shows up on Marisa's side whenever she grazes? I don't think so...
Never really paid attention to that but yes, it happens for me too. I guess reversals increase the counter...docs say Reversaldef doesn't take a numhits parameter so you will need to use hitadd with value-1 to get rid of it I guess.

Edit : numhits=0 actually works. Docs are incomplete...
Time to copy that line over into all the characters, eww...
Odd, FF3 sees numhits=0 as invalid, and I have set mugenversion to 1.0...
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#69  July 07, 2013, 04:03:01 pm
  • ****
    • Hungary
    • seravy.x10.mx/Wordpress
Maybe your FF3 is older? It shows up as valid in mine.
Re: Marisa_RP
#70  July 07, 2013, 04:08:46 pm
  • *****
  • Back to the Beginnings
    • https://discord.gg/hnyK7JZ
Maybe your FF3 is older? It shows up as valid in mine.
:S
Now I'm lost. I have 3.0.840.2012...does there exist a newer version?
And more importantly: Will the numhits still work regardless of FF3 seeing this feature as invalid?
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#71  July 07, 2013, 04:32:05 pm
  • ***
  • I hate coding helpers.
    • Brazil
Last Edit: July 07, 2013, 04:37:10 pm by Zzyzzyxx
Re: Marisa_RP
#72  July 07, 2013, 04:46:42 pm
  • *****
  • Back to the Beginnings
    • https://discord.gg/hnyK7JZ
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#73  July 07, 2013, 05:00:10 pm
  • ***
  • I hate coding helpers.
    • Brazil
Re: Marisa_RP
#74  July 07, 2013, 08:40:45 pm
  • *****
  • Back to the Beginnings
    • https://discord.gg/hnyK7JZ
Thanks.
Grazing has been implemented succesfully. Here is a new version of my Mima edit:
http://www.sendspace.com/file/bdk102
A new version of Marisa will be sent tommorow.
In other news, I'm still waiting for a response from Jesuszilla.
I'm trying to find out, whenever he can translate english lines into japanese.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#75  July 09, 2013, 10:12:33 pm
  • *****
  • Back to the Beginnings
    • https://discord.gg/hnyK7JZ
For those, who wonder, what happened with my WIP:
I'm still working on Marisa, but now, I'm waiting for feedback and Jesuszilla's answer.
While I'm waiting, I also decided to continue my color seperation of Reimu again.
And the poll may gets nullified as well and gets replaced with a character, which more people would look forward into...
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#76  July 10, 2013, 05:20:00 am
  • *****
  • Thanks and God bless
    • USA
    • ricepigeon.neocities.org


Noticed a couple of things while recording this

  • Shes completely invulnerable during the active portion of Master Spark Forgot it was like this in source, but still
  • Sometimes when the round ends, the AI will keep attacking, putting her into a standing state in midair if she happens to use Miasma Sweep
  • Spellcard text is misaligned on P2's side
Re: Marisa_RP
#77  July 10, 2013, 10:55:21 am
  • ****
    • Hungary
    • seravy.x10.mx/Wordpress
Quote
While I'm waiting, I also decided to continue my color seperation of Reimu again.
I'm actually considering to add those color separated sprites to my Reimu now after you complete them. I think you are using the same sprite and group numbers as my Reimu (Kurogane's SFF, I only added new sprites for the 12.3 moves), that would make it a lot easier and faster to do.

Quote
Shes completely invulnerable during the active portion of Master Spark Forgot it was like this in source, but still
Same is true for my Marisa but it's a level 3 there. I'm not sure making it a level 1 was a good thing, considering it's supposed to be a powerful attack.
Re: Marisa_RP
#78  July 10, 2013, 01:02:55 pm
  • ******
  • Unity of Hearts
    • Spain
If it was Final Spark, then I would agree, but even Master Spark wasn't really a high cost spellcard in the game. Level 3 really doesn't fit with Master Spark.

Btw, I don't see a problem with making her invulnerable while throwing the big laser, you're supposed to punish her in the cooldown after the laser if you managed to block or dodge it succesfully. Interrupting the laser seems kind of unnatural to me while it's going on, though looking at the video you should have been able to stop the laser from coming out in the startup, I guess.
Re: Marisa_RP
#79  July 10, 2013, 01:35:22 pm
  • ****
    • Hungary
    • seravy.x10.mx/Wordpress
Quote
If it was Final Spark, then I would agree, but even Master Spark wasn't really a high cost spellcard in the game. Level 3 really doesn't fit with Master Spark.
I think the 3 card cost in the original would probably be best represented as a level 2 in Mugen. I went with level 3 because I wanted it to be known for the damage output. A level 2 doesn't do all that much damage.

Quote
Btw, I don't see a problem with making her invulnerable while throwing the big laser, you're supposed to punish her in the cooldown after the laser if you managed to block or dodge it succesfully. Interrupting the laser seems kind of unnatural to me while it's going on, though looking at the video you should have been able to stop the laser from coming out in the startup, I guess.
I think it has full time invincibility, which is definitely a bit too much for level 1. I agree she should be vulnerable at least on cooldown. Which made me realize I have to fix that on my Marisa, too.
Re: Marisa_RP
#80  July 10, 2013, 05:11:06 pm
  • *****
  • Thanks and God bless
    • USA
    • ricepigeon.neocities.org
Just for reference while we're on the topic of Master Spark:

IaMP: Level 1 Spellcard/Super, 25F Startup (19 pre-pause, 6 post-pause), 1-26F invincible, 27F-end melee invincible + graze, -33 on block
Swr/Soku: Level 3 Spellcard/Super, 28F Startup, 61F Duration, Fully invincible from 9F ~ 89F

So yeah, IaMP's gave her full invincibility, but with -33 on block. SWR & Soku nerfed it so shes vulnerable for 8 frames before firing.

Looking at this Marisa, her Master Spark feels too fast, even with startup on her moves being much faster.

Quote
If it was Final Spark, then I would agree, but even Master Spark wasn't really a high cost spellcard in the game. Level 3 really doesn't fit with Master Spark.

I'd only justify Vanilla Master Spark being a Level 3 if Yuuka was the one using it.