YesNoOk
avatar

Going to start doing the parry system for all the chars and I'm afraid (Read 2474 times)

Started by goldeneragaming, December 30, 2015, 04:07:11 am
Share this topic:
Going to start doing the parry system for all the chars and I'm afraid
#1  December 30, 2015, 04:07:11 am
  • ***
  • Thanks for all the help!
    • USA
ok.

I found the code here:

http://mugenguild.com/forum/msg.264689

ctrl+f "parry." found it but I have zero idea what I'm staring at.

I did some reading in the mugen class forum and tips and tricks and I think I kind of understand it.

but I really don't.

I have no idea what lines go where.

I know I need to animate some sprites for the parry animation and I think I can give the code a random number say 3737. I'm guessing I can get the hitspark anim from any of the third strike chars I already have but I'm legit afraid of this.

It's a hell of a daunting task and I have no idea how or where to get started.

I'm going to need severe backup on this one but I think if I can get through one char I should be able to do the rest.

As of now however, I'm lost and have no idea where to even start.


I'm sorry I'm such a novice.

I want to start off with muteki's Jam
Last Edit: December 31, 2015, 10:42:09 pm by goldeneragaming
Re: Going to start doing the parry system for all the chars and I'm afraid
#2  December 31, 2015, 01:40:36 pm
  • *****
  • Shame on you!
    • USA
getting the sprites is super easy with Fighter Factory 3. Open both characters up. The new guy and the III strike guy.
In the third strike guy, find the animation of the sprites, then note what group of sprites is being used.
In the new guy go to animations, use ctrl+F and type in those numbers. If nothing pops up, go to sprites and search, "8200,0" or what ever group it actually is. If your new guy has sprites in that group you're going to rename the hitspark group.
In the new guy Sprites>Import from another project. (Shift+Ctrl+I). > Pick your 3rd strike guy. Put in the group, (I always use ADD but I keep the value at 0... This fixed a bug with older builds..) Let it use it's own palette(s).
The new character will have the other guy's sprites.
You can go back into the 3rd strike guy and copy the animation as text, and create a new animation and paste the text. This will create the new animation almost instantly. If you dont see the animation pop up when you hit save. Save your character, close it down, and reopen. This is a bug in FF3. Your sprites and animations will be there.

----
The link you posted is just a general link. After scrolling for about 60 seconds I gave up looking. Use the number in the top right of the particular reply to link us directly to the code.
But if you're having a hard time figuring out where everything goes, you probably need to know what the CNS and CMD files are?
CMD = Commands. aka button presses/inputs
CNS = Character's code.
In the CNS you have your statedefs. -2 and -3 statedefs are special. Sometimes complex code needs to be put into statedef -2. It should tell you what goes where.
Also you're going to want to use CTRL+F to search for "3737" in your characters before you commit. FF3 can open multiple characters at a time, but only search 1 at a time. Just switch over and press search again.
I'd suggest using a state below 3000, or above 6000. 3000 is usually Ultra/Hyper attacks. 6000 is like effects n other random stuff. 700s and 900s are other options.
vVv Ryuko718 Updated 10/31/22 vVv
Last Edit: December 31, 2015, 01:49:15 pm by Odb718
Re: Going to start doing the parry system for all the chars and I'm afraid
#3  December 31, 2015, 01:58:40 pm
  • ***
  • Thanks for all the help!
    • USA
Last Edit: December 31, 2015, 02:24:05 pm by goldeneragaming
Re: Going to start doing the parry system for all the chars and I'm afraid
#4  December 31, 2015, 05:37:43 pm
  • ******
  • Hedgehog Whisperer
  • Red Bull addict
    • Spain
    • xgargoyle.mgbr.net
you shouldn't attempt to do an engineering degree if you still don't know how to calculate 2+2
XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!
Re: Going to start doing the parry system for all the chars and I'm afraid
#5  December 31, 2015, 09:07:53 pm
  • ***
  • Thanks for all the help!
    • USA
Trial and error here:

This is the parry code I put into -2-3.cns

;----------------------------------------------parries


[State -2: Null]
type = Null
trigger1 = (!Time) && (Var(1) = 0)
trigger1 = ((Command = "holdfwd") && (StateNo = 20)) ^^ ((Command = "holddown") && (StateNo = [10,11]))
trigger1 = (Var(0) := 8)
trigger2 = (Command != "holdfwd") && (Command != "holddown") && (Var(1) = 1)
trigger2 = (Var(1) := 0)
ignorehitpause = 1
 
[State -2: VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
var(0) = -1
ignorehitpause = 1

[State -2: HitOverride]
type = HitOverride
triggerall = (StateType != A) && (Ctrl) && (Var(0) > 0)
trigger1 = (Command != "holddown") && (Command != "holdback")
attr = SA, AA, AP
slot = 0
stateno = 3732
ignorehitpause = 1

[State -2: HitOverride]
type = HitOverride
triggerall = (StateType != A) && (Ctrl) && (Var(0) > 0)
trigger1 = (Command != "holdfwd") && (Command != "holdback")
attr = C, AA, AP
slot = 0
stateno = 3731
ignorehitpause = 1


Here's the parry code I put into jammxx.cns

;-----------------------parry
[Statedef 3731]
type = U
movetype = I
physics = U
anim = IfElse(StateType = S,3731,3732) ;<--- The first value should be the standing parry anim, 2nd being the crouching parry anim.
velset = 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 1
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 3731: AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
 
[State 3731: CtrlSet]
type = CtrlSet
trigger1 = (Time > 4) && (StateType = S)
value = 1
 
[State 3731: NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
 
[State 3731: Pause]
type = Pause
trigger1 = (!Time)
time = 14
movetime = 14
 
[State 3731: VarSet]
type = VarSet
trigger1 = (!Time)
var(1) = 1

[State 3731: PalFX]
type = PalFX
trigger1 = (!Time)
time = 8
add = 0,0,0
mul = 256,256,256
sinadd = 75,100,255,8
invertall = 0
color = 256
 
[State 3731: EnvColor]
type = EnvColor
trigger1 = (!Time)
value = 255,255,255
time = 4
 
[State 3731: EnvShake]
type = EnvShake
trigger1 = (!Time)
time = 8
freq = 60
ampl = -2
phase = 90

[State 3731: ChangeState]
type = ChangeState
trigger1 = (!AnimTime)
value = IfElse(StateType = S,0,11)

I know I must've done something right because Jam loaded for the first time since I started doing this but I can't seem to parry.

Any ideas?
Last Edit: December 31, 2015, 09:33:07 pm by goldeneragaming
Re: Going to start doing the parry system for all the chars and I'm afraid
#6  December 31, 2015, 10:07:51 pm
  • ***
  • Thanks for all the help!
    • USA
Sorry to double post but I've made some progress I changed this from -2-3.cns

Trial and error here:

This is the parry code I put into -2-3.cns

;----------------------------------------------parries


[State -2: Null]
type = Null
trigger1 = (!Time) && (Var(1) = 0)
trigger1 = ((Command = "holdfwd") && (StateNo = 20)) ^^ ((Command = "holddown") && (StateNo = [10,11]))
trigger1 = (Var(0) := 8)
trigger2 = (Command != "holdfwd") && (Command != "holddown") && (Var(1) = 1)
trigger2 = (Var(1) := 0)
ignorehitpause = 1
 
[State -2: VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
var(0) = -1
ignorehitpause = 1

[State -2: HitOverride]
type = HitOverride
triggerall = (StateType != A) && (Ctrl) && (Var(0) > 0)
trigger1 = (Command != "holddown") && (Command != "holdback")
attr = SA, AA, AP
slot = 0
stateno = 3732
ignorehitpause = 1

[State -2: HitOverride]
type = HitOverride
triggerall = (StateType != A) && (Ctrl) && (Var(0) > 0)
trigger1 = (Command != "holdfwd") && (Command != "holdback")
attr = C, AA, AP
slot = 0
stateno = 3731
ignorehitpause = 1

to the .cmd.

Now whenever I try to parry there is a second where it seems Jam has done the parry but she just continues to walk forward
Re: Going to start doing the parry system for all the chars and I'm afraid
#7  January 01, 2016, 12:17:31 pm
  • *****
  • Shame on you!
    • USA
Make sure you're using debug. CTRL+D.
Also, I usually make moves I'm testing 2 button combinations like,

[Command]
name = "187"   ;this is the new move I'm making
command = z+b
time = 30
buffer.time = 10

This will let me jump into the move with one hand on the keyboard so I can hit pause/prt scrn/F12. Depending on how long I need to look at what just happened.

The walking forward state is probably your state you want, but the animation isnt playing. Walking forward without holding forward doesnt happen.
Use debug to find out what state and animation it's stuck in.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Going to start doing the parry system for all the chars and I'm afraid
#8  January 01, 2016, 03:35:00 pm
  • ***
  • Thanks for all the help!
    • USA
Make sure you're using debug. CTRL+D.
Also, I usually make moves I'm testing 2 button combinations like,

[Command]
name = "187"   ;this is the new move I'm making
command = z+b
time = 30
buffer.time = 10

This will let me jump into the move with one hand on the keyboard so I can hit pause/prt scrn/F12. Depending on how long I need to look at what just happened.

The walking forward state is probably your state you want, but the animation isnt playing. Walking forward without holding forward doesnt happen.
Use debug to find out what state and animation it's stuck in.

I already figured it out thanks to your help, the code snippet archive and JesusZilla!

Thanks so much for your help because I would have never figured it out without you!