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Help? How do you juggle after ground bounce (Read 399 times)

Started by dpshanelle, December 25, 2018, 08:06:26 pm
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Help? How do you juggle after ground bounce
#1  December 25, 2018, 08:06:26 pm
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Hey guys, I'm having trouble with a move involving a ground bounce. I'm editing Luise Meyrink, and I wanted to make a move function like it does in the her KOF Maximum Impact 2 game, which is ground bouncing on the last hit I have no clue on how to do it. Heres the code for the move (the 2nd HitDef is the final hit):


[Statedef 1650]
type = A
movetype = A
physics = N
anim = 1650
ctrl = 0
velset = 4.5 ;,0
;juggle = 10
poweradd = 75

[State 0, VelSet]
type = VelSet
trigger1 = !Time
y = -3.75

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .41

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S1600,1
volume = 255

[State 0, HitDef]
type = HitDef
Trigger1 = Animelem = 8
attr = A, SA
damage = 45,8
animtype = hard
guardflag = MA
hitflag = MAFD
pausetime = 11,12
guard.pausetime = 11,11
getpower = 45,45
givepower = 15,15
sparkno = s4002
guard.sparkno = s4042
sparkxy = -10,-70
hitsound = s5,3
guardsound = s6,1
ground.type = Low
air.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -12
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -4,-4
yaccel = .54
air.juggle = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 0

[State 0, HitDef]
type = HitDef
Trigger1 = Animelem = 11
attr = A, SA
damage = 45,8
animtype = hard
guardflag = MA
hitflag = MAFD
pausetime = 11,12
guard.pausetime = 11,11
getpower = 45,45
givepower = 15,15
sparkno = s4002
guard.sparkno = s4042
sparkxy = -10,-70
hitsound = s5,3
guardsound = s6,1
ground.type = Low
air.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -12
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -3,15
fall.xvelocity = -1
fall.yvelocity = -8
down.bounce = 1
fall.recover = 0
fall.recovertime = 0

               
[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1610
ctrl = 0

For the second hit, I tried using fall.y.velocity. It does get the opponent the bounce of the ground, but any move/special after it doesn't juggle, as the opponent is invulnerable after it. I tried looking at other problems like this but they seem to not help. Do I need to add a line of code to it, or do I have to make a custom state in order for it to function properly (and if so how)? Anyone care to help please?
Last Edit: December 25, 2018, 08:19:22 pm by dpshanelle
Re: Help? How do you juggle after ground bounce
#2  December 27, 2018, 06:07:49 am
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I just unlocked the topic. Anyone know why it was locked?
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Re: Help? How do you juggle after ground bounce
#3  December 27, 2018, 06:21:08 am
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 Down.bounce won't work because the opponent is placed into liedown state upon bouncing, which means they cannot be hit by anything other than an attack with the D hit attribute. In otherwords, the bouncing opponent is treated as statetype L. You'll need to make a custom state instead that puts the opponent in statetype A instead of L.

 In the hitdef that is suppose to cause ground bounce, remove down.bounce, give it an ID instead and make a targetstate SCTRL right after the hitdef that uses the same exact ID number (so, if the hitdef is ID = 1650, then in the trigger for targetstate, put numtarget(1650) so that it knows that this is the hitdef that will put the opponent into custom state).
Last Edit: December 27, 2018, 09:55:33 pm by Nep Heart
Re: Help? How do you juggle after ground bounce
#4  December 27, 2018, 03:53:43 pm
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You cannot not believe how grateful I am. Thank you! I've tried everything but nothing seemed to work.
Re: Help? How do you juggle after ground bounce
#5  December 27, 2018, 03:54:19 pm
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And sorry, I locked it.
Re: Help? How do you juggle after ground bounce
#6  December 29, 2018, 01:26:00 am
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No worries. If you ever lock a thread again you can unlock it yourself I believe. If a mod locks it, that's a different story.
Welcome to the forum btw. We have an introduction thread if you want to make a post there http://mugenguild.com/forum/topics/introduction-thread-introduce-yourself-to-the-community-here-55576.0.html

Ask as many questions as you'd like. The way I usually do things is if it's one topic, obviously I search for related threads, but I'll post in 1 thread about 1 move. If I have a problem with say, jumping, I'd make a thread for that. If I have a second problem with a fireball I'll make a second thread. Having the two topics helps get people who'd know about the fireball NOT skip over a general help thread. People are more likely to read threads they know about.

Anyways, 1 rule around here is no double posting. You'll see an Edit button. Hit that and add on to your post. You'll see me do a
----
and continue.
---- ----
means it's been edited twice.  Other people have other ways of marking their edits. Most dont do anything different. Up to you.
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