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MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero) (Read 9438 times)

Started by RedDragonCats17, March 01, 2018, 12:13:01 am
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MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
New #1  March 01, 2018, 12:13:01 am
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Hi guys, originally I had ideas for a MegaMan full game based on Serio's Castlevania game, and right now I'm working on MegaMan Zero (not the Maverick Hunter), Model X, and Omega Zero (alternate palette), since I got nothing to do until my dad recovers my old MUGENs.

Right now I'm kinda stuck on 2 things, which is the auto combo and the double jump.

First, here's the code for the auto combo (Zero's 3 slashes):

Code:
;---------------------------------------------------------------------------
; Single Slash
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 200
poweradd = 0
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15

[State 200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 3]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command = "x"
value = 210

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Double Slash
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1

[State 210, 3]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command = "x"
value = 220

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;Triple Slash
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 220
sprpriority = -1

[State 220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

All that Zero is doing is his first slash. If I change his frame value or whatever the hell that is (5), he'll do the last slash animation. Am I doing something wrong? (I watched Ryon's tutorial then I followed Cyanide's thing about animelemtime)

Second, there was a double jump animation here in the guild, but it didn't go necessarily deep and I didn't get enough info. Do you guys know how to change the jumping animation when the character does a 2nd jump?
Last Edit: March 15, 2018, 06:29:59 am by RedDragonCats17
Re: Auto combo and double jump animation
#2  March 01, 2018, 01:03:28 am
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    • Brazil
well, it looks like you have 3 separate states, how is the player accessing them? can we see the .CMD for it?
Re: Auto combo and double jump animation
#3  March 01, 2018, 01:51:32 am
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Code:
;---------------------------------------------------------------------------
;Single Slash
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger2 = stateno = 200
trigger2 = time > 6

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "x" && time = 10
triggerall = command != "holddown"
trigger1 = statetype = S
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "x" && time = 10
triggerall = command != "holddown"
trigger1 = statetype = S
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

Here you go.
Re: Auto combo and double jump animation
#4  March 01, 2018, 01:59:30 am
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    • Brazil
I'm not super sure, but I think the "time = 10" on your TRIGGERALL really aren't doing anything, you should just have the commands in it. I have not tested it, but this might work:

Spoiler, click to toggle visibilty
Re: Auto combo and double jump animation
#5  March 01, 2018, 02:04:58 am
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I'll give it a shot.
Re: Auto combo and double jump animation
#6  March 01, 2018, 02:09:44 am
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    • USA
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That was fast, I know. I tried it and he's still doing the single slash.
Re: Auto combo and double jump animation
#7  March 01, 2018, 02:16:04 am
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    • Brazil
actually I just noticed, that trigger2 for the STATE=200 is messing you up, do this:

Code:
;---------------------------------------------------------------------------
;Single Slash
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1= ctrl
 
Re: Auto combo and double jump animation
#8  March 01, 2018, 02:18:40 am
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    • USA
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Should I do that to states 210 and 220 as well?
Re: Auto combo and double jump animation
#9  March 01, 2018, 02:22:10 am
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    • Brazil
no, the thing was, that trigger2 was making it so that if you pressed X while on State200 (single slash) you would go into State200 AGAIN, so only doing single slashes. for the other ones it's okay.
Re: Auto combo and double jump animation
#10  March 01, 2018, 02:25:40 am
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    • USA
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Well I put that in after you posted it, and now something weird is happening. When I press X before the round starts, Zero does his 2nd slash animation (210), but when the round actually starts, he goes back to his first. His attacks are still single slashes, though.
Re: Auto combo and double jump animation
#11  March 01, 2018, 02:29:29 am
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    • Brazil
right, I think I got this.
sorry this is taking so many tries, hehe. I'm really rusty, I just got back into MUGEN.
here is what's causing that. Trigger1 for both State210 and State220 is STATETYPE=S, this means that any time you're in statetype = S you press X and he'll enter those states, you can simply remove Trigger1 for both of them and rename the other triggers, like so:

Code:
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = (stateno = 200) && time > 5
trigger2 = (stateno = 230) && time > 6
 
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = (stateno = 200) && time > 5
trigger2 = (stateno = 230) && time > 6

Re: Auto combo and double jump animation
#12  March 01, 2018, 02:32:06 am
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  • Part-Time MUGEN creator
    • USA
    • Skype - reddragoncats17
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I'll give it a shot.
Re: Auto combo and double jump animation
#13  March 01, 2018, 02:35:17 am
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  • Part-Time MUGEN creator
    • USA
    • Skype - reddragoncats17
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Dammit! It's back to the first single slash, again. At least he doesn't attack before the round starts, but still.
Re: Auto combo and double jump animation
#14  March 01, 2018, 02:48:46 am
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    • Brazil
weird... here's how I did it on my character, although it's only 2 attacks:

Spoiler, click to toggle visibilty

and I also DON'T have these lines on my .CNS in any states.

Code:
[State 200, 3]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command = "x"
value = 210

but that means I can only cancel one into the other if I connect with the first one.
Re: Auto combo and double jump animation
#15  March 01, 2018, 04:11:02 am
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  • Part-Time MUGEN creator
    • USA
    • Skype - reddragoncats17
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I tried it your way and it's doing that thing again. I honestly don't know what I'm doing wrong, but I think we should work on the double jump and worry about Zero's three slashes another time.
Re: Auto combo and double jump animation
#16  March 01, 2018, 04:26:04 am
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    • Brazil
try adding ctrl=0 to every statedef of the slashes:

Code:
[Statedef 200]
type    = S
movetype= A
physics = S
ctrl = 0
juggle  = 4
poweradd= 0
velset = 0,0
anim = 200
sprpriority = -1
Re: Auto combo and double jump animation
#17  March 01, 2018, 04:31:22 am
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  • Part-Time MUGEN creator
    • USA
    • Skype - reddragoncats17
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Did that, and now it has a little cool down. Still doesn't change to the other slashes though.
Re: Auto combo and double jump animation
#18  March 01, 2018, 04:54:05 am
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  • Part-Time MUGEN creator
    • USA
    • Skype - reddragoncats17
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Let's worry about this another time. Do you know how to change one jumping animation to another when the player double jumps?
Re: Auto combo and double jump animation
#19  March 01, 2018, 05:47:42 am
  • ***
  • Part-Time MUGEN creator
    • USA
    • Skype - reddragoncats17
    • reddragoncats17.weebly.com/
I DID IT!!! I made Zero slash all 3 times!

Although the code needs to be modified a bit so that he can slash all 3 times infinitely, like in his source game, I'm happy that I was able to get it done.

Here's what I did, instead of animelemtime like I used earlier, I used time just for experimentation, and it worked.

Code:
;---------------------------------------------------------------------------
; Single Slash
[Statedef 200]
type    = S
movetype= A
physics = S
ctrl = 0
juggle  = 1
velset = 0,0
anim = 200
poweradd = 0
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15

[State 200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, ChangeState]
type = ChangeState
trigger1 = time > 10 && command = "x"
value = 210
ctrl = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Double Slash
[Statedef 210]
type    = S
movetype= A
physics = S
ctrl = 0
juggle  = 4
poweradd= 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1

[State 210, ChangeState]
type = ChangeState
trigger1 = time > 10 && command = "x"
value = 220
ctrl = 0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;Triple Slash
[Statedef 220]
type    = S
movetype= A
physics = S
ctrl = 0
juggle  = 4
poweradd= 0
velset = 0,0
anim = 220
sprpriority = -1

[State 220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Last Edit: March 01, 2018, 05:57:58 am by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#20  March 01, 2018, 07:34:34 am
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Aight, now I need help with another thing. I know it's a little early to do this, since Zero only has 3 attacks, but I've started to work on his Omega mode. I got his palette and his aura (plz don't hurt me N64Mario), I just need to figure out how to align his Omega intro to his Omega palette and def, like POTS' Ryu with his normal and evil modes. Do you guys know how to do that, or do you already have a thread on something like that?