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super special move (Read 7438 times)

Started by javonlouis, April 07, 2018, 03:58:48 am
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super special move
#1  April 07, 2018, 03:58:48 am
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can someone help me with iori's ex shiki yaotome,player 2 is not falling down to the ground after being hit
[state 1000,hitdef]
type = HitDef
trigger1 = animelem = 15
attr = S,HA
hitflag = MAF       
animtype = hard
priority = 3,Hit
damage = 80,0
pausetime = 10,7
sparkno = -1
sparkxy = -20,-60
hitsound = s18,4
ground.type = High   
ground.slidetime = 10
ground.hittime = 20
yaccel = .45
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
p2stateno = 8000 + ((p2statetype = c)*10)
fall = 1
fall.recover = 0
getpower = 0
palfx.time = 40
palfx.add = 0,-50,-80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 25
envshake.freq = -10
envshake.ampl = 100
Re: super special move
#2  April 07, 2018, 05:14:52 am
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Remove "p2stateno = 8000 + ((p2statetype = c)*10)" and this should do the trick.
Re: super special move
#3  April 07, 2018, 06:20:29 pm
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ground.type = attack_type (string) This is the kind of attack if P2 is on the ground. Choose from: - "High": for attacks that make P2's head snap backwards. - "Low": for attacks that hit P2 in the stomach. - "Trip": for low sweep attacks. If you use "Trip" type, the ground.velocity parameter should have a non-zero y-velocity, and the fall parameter should be set to 1. A tripped opponent does not bounce upon falling on the ground. - "None": for attacks that do nothing besides pause P1 and P2 for the duration in the pausetime parameter.
        If P2 is hit from behind, "High" will be displayed as "Low" and vice-versa. P2's animation for "High" and "Low" types will be superseded if the AnimType parameter is "Back". Defaults to "High" if omitted.
vVv Ryuko718 Updated 10/31/22 vVv
Re: super special move
#4  April 08, 2018, 04:12:33 am
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Re: super special move
#5  April 08, 2018, 07:59:58 pm
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Did you get it working yet?
Have you tried editing
ground.type =
in the hitdef to see if it helps?
vVv Ryuko718 Updated 10/31/22 vVv
Re: super special move
#6  April 09, 2018, 03:45:40 am
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Re: super special move
#7  April 09, 2018, 06:35:04 am
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It seems to be a problem with your custom state. If I use this hitdef the trip works.
Spoiler, click to toggle visibilty
The camera also shakes up and down pretty high.  You originally had
envshake.freq = -10
but that causes a debug flood error. Make sure you always use Debug when developing your character so you can see any errors listed. Use Ctrl+D to bring up debug.

You will need to make states 8000 and 8010 act the way you need them to.
vVv Ryuko718 Updated 10/31/22 vVv
Re: super special move
#8  April 09, 2018, 10:00:43 pm
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i change it to trip but it still doesn't work
Re: super special move
#9  April 10, 2018, 06:23:33 am
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At this point it wont matter about the hitdef. You are sending P2 into a custom state. You have to set the animation and the velocity and the state type to make the character in the air.
Edit those aspects into state 8000 and state 8010.
vVv Ryuko718 Updated 10/31/22 vVv
Re: super special move
#10  April 11, 2018, 02:58:31 am
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do i have to do that in command?
Re: super special move
#11  April 11, 2018, 05:07:31 am
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No. Only edit the 2 custom states. Mugen will switch to them.
vVv Ryuko718 Updated 10/31/22 vVv
Re: super special move
#12  April 14, 2018, 08:18:00 pm
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i tried to find where i'm can edit the 2 custom states,but i don't know what 2 custom states you are talking about

hello
Last Edit: April 15, 2018, 10:23:53 pm by Odb718
Re: super special move
#13  April 25, 2018, 02:31:03 am
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If you're not sure where states 8000 and 8010 are you can use ctrl+f to bring up the find bar in Fighter Factory. The character may have multiple cns files, so you may have to search multiple times.
vVv Ryuko718 Updated 10/31/22 vVv