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MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Read 25158 times)

Started by RedDragonCats17, August 20, 2018, 03:41:51 am
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Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#21  September 10, 2018, 02:20:18 am
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Here's the thing, I made a power add for the charge. When I let go, the power just stays.

This will make the charged slash, which requires maximum, to interfere with the regular attacks.

This is the problem, but the way how I originally typed it didn't make sense.

Here's the problem. If I just press X or Y, the power will go up and it will stay, and that's if I just press one of the 2 buttons. Sometimes when I'm at a certain level after pressing one button, then press another trying to do a combo, one of the attacks, say the level 1 charge shot, will interfere with the regular Z Saber attacks.
Last Edit: September 10, 2018, 02:37:27 am by RedDragonCats17
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#22  September 10, 2018, 02:58:20 am
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What I understood so far:
Taking reference from the Mega Man games that I played (I've never played MMZ), you press a button, the character (I'll use Mega Man as the example) fires a small energy. If you keep the button pressed for certain time, he will begin to charge a stronger shot, and when you release the button, he will fire it. You want to do something similar to this?

If this is the case, you need to use a poweradd or powerset that will subtract the amount of power you have whenever you release the button, so you'll never get power if you're not holding it, it will stay at 0 forever until you hold the button.

Code:
[State -2, PowerSet]
type = PowerSet
trigger1 = command != "hold_x"
value = 0

This should do the job. Create another one for the Y button, and change the trigger to command != "hold_y", if you need it. This way, you'll never get power again, unless you hold the X (or Y) button.

--------------------

Now, if your move will activate only when you release the button, you should change the triggers for the move in the cmd. I'd create a command, like:

Code:
[Command]
name = "release_x"
command = ~x
time = 1

And use a "triggerall = power >= (insert how much power you want here)".

Edit: I forgot to mention, you also need a power add for when you're holding x (or y).

Code:
[State -2, PowerAdd]
type = PowerAdd
trigger1 = command = "hold_x"
value = (insert value here)

And yeah, I think the codes fit better in the -2 states, so put them there.

Still not sure what exactly you want. If what you want has nothing to do with what I said, all I can say is try to explain it a little more... I know it's annoying but the more details you give, better for us to help you.
Last Edit: September 10, 2018, 03:06:24 am by DeathScythe
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#23  September 10, 2018, 03:08:52 am
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Okie doki, I've made the command. Question is, where should I put it in the triggers?

Here are the commands for all of the charge attacks so far.

Code:
;---------------------------------------------------------------------------
;Charge Slash
[State -1, ChangeState]
type = ChangeState
triggerall = power >= 2000
triggerall = var(6) >= 60
triggerall = command != "hold_x"
trigger1 = statetype = S
trigger1 = ctrl
value = 300

;---------------------------------------------------------------------------
;Level 1 Charge Shot
[State -1, ChangeState]
type = ChangeState
triggerall = !var(10)
triggerall = power >= 1000
triggerall = var(3) >= 30
triggerall = command != "hold_y"
trigger1 = statetype = S
trigger1 = ctrl
value = ifelse(power >=2000,315, ifelse(power <=999,300,310))

;---------------------------------------------------------------------------
;Level 2 Charge Shot
[State -1, ChangeState]
type = ChangeState
triggerall = !var(10)
triggerall = power >= 2000
triggerall = var(3) >= 60
triggerall = command != "hold_y"
trigger1 = statetype = S
trigger1 = ctrl
value =  ifelse(power >=2000,315, ifelse(power <=999,300,310))

And here's the thing about the powerset. Originally I used the powerset in the exact same way you showed me, and Zero doesn't do his charge attacks at all after I release the button.

Recently, I tried it with command != "x", and Zero's power doesn't charge at all.
Last Edit: September 10, 2018, 03:20:11 am by RedDragonCats17
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#24  September 10, 2018, 03:43:49 am
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Ok, your problem is in the cmd. You need to create the commands for the release buttons, command != "hold_x" will not work.

Take a look at how the cmd works, you create your commands and under the [Statedef -1] you put the conditions for the moves to be used.
Like I said, create commands like this:

Code:
[Command]
name = "release_x"
command = ~x
time = 1

[Command]
name = "release_y"
command = ~y
time = 1

Then, replace ' triggerall = command != "hold_x" ' for ' triggerall = command = "release_x" (and do the same for y button).

Also, you don't need this: value =  ifelse(power >=2000,315, ifelse(power <=999,300,310))
If you put a triggerall = power >= 2000, it will never activate when you're under 2000 power. This is only needed if the triggerall is >= 1000, this means the power can be any number above 1000 (for example, 2000), in this case you use: ifelse(power >= 2000, 315, 310)
Understand? If triggerall is power>=2000, you don't need to put ifelse for when you're under 2000 power, since it will never activate.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#25  September 10, 2018, 03:52:55 am
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Oh, I forgot to mention. I was reading kfm's cmd file and found this, I think you should be interested.

;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release

It would be even easier than making it with power.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#26  September 10, 2018, 04:02:04 am
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Aight, I've added your little code, and this is what the command for the level 2 charge shot looks like:

Code:
;Level 2 Charge Shot
[State -1, ChangeState]
type = ChangeState
triggerall = !var(10)
triggerall = power >= 2000
triggerall = var(3) >= 60
triggerall = command = "release_y"
trigger1 = statetype = S
trigger1 = ctrl
value =  ifelse(power >=2000,315,310)

There was no change. Zero still won't execute the shot.

Didn't know you made a reply already. I might give this a shot if I can't do anything about the power bar. Though I won't know what to do with the power bar.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#27  September 10, 2018, 04:19:37 am
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I just tested this on KFM, it works fine without the powerset code on statedef -2. The problem is the powerset is making the powerbar go to 0 before the character enters the attack state, which needs 2000 power. I'll see what I can do here and I tell you.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#28  September 10, 2018, 04:24:31 am
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Okie doki. I'm currently trying to set up some sprites for Vent (Model ZX), he'll pretty much be easier than the other characters that I'm doing since he has most of Zero's Z Saber attacks, also he uses Model X's 2nd shot sprites, which is going to be interesting to do.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#29  September 10, 2018, 04:49:19 am
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Well, I tried doing the trick with the powerbar with no success. It would be better to use it with time. I got it perfectly with time.

- Create a command for the move:
Code:
[Command]
name = "charge_shot"
command = ~60y ; here I used 60 ticks as an example (is equivalent to 1 second more or less)
time = 1
- Remove the "triggerall = power >= 2000" since you won't be using power anymore
- Replace the command, it should be now: triggerall = command = "charge_shot"
- Remove the poweradd / powerset codes on statedef -2

To make it equivalent to the power you were trying before, you can set multiple commands with different time to hold the button.

Code:
[Command]
name = "charge_shot1"
command = ~30y
time = 1

[Command]
name = "charge_shot2"
command = ~60y
time = 1

~30y could be used for power >= 1000
~60y could be used for power >= 2000

And for each state you use different triggers.

This is the only thing that comes in my mind... power bar would become useless. lol

Edit: if you're going to do this, put your commands that need more time to hold the button ABOVE the ones that need less in the cmd. MUGEN will always read it first.
Last Edit: September 10, 2018, 04:53:05 am by DeathScythe
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#30  September 10, 2018, 05:17:20 am
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Hm, it works. Of course it's gonna be difficult on whether I'm at level 1 or level 2, since I didn't put in the explods from MegaMan Zero, but I'll take care of that another time. I tried disabling the power bar completely by giving it 0 levels, and MUGEN crashed, so I think it's best if we just ignore it all together.

Now, there's another thing I need help with aside from the rising slash, and that's Omega Zero's intro. I'm planning on giving Omega this teleporting intro that Gold Omega does as you can see (at 1:09):



I made a white square and put it into Omega's intro just for this. I know that resizing it requires a ModifyExplod. Growing and shrinking it like in the video is a different story.
Last Edit: September 10, 2018, 05:22:01 am by RedDragonCats17
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#31  September 13, 2018, 07:52:50 pm
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Yet ANOTHER thing I need help with. It's Omega's pillar. Originally I used N64Mario's code, since his Omega is source accurate. However, when his Omega does the move, it's invisible.



Is there a alternative in coding the pillar?
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#32  September 14, 2018, 09:12:05 am
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You can set up a modify explod to mimic the intro animation, or just create it. It may be far easier to just have 3 white squares and bounce between them. Read Mugen Class for the modifyexplod. They can get stupid if you dont have all the needed values.

Use debug when coding. And having this problem you should be showing the hit boxes with Ctrl+C. It helps you see invisible stuff that will help you figure out your problems easier.
Make sure you're helper/explod is working by calling anim 0 in place of the one that's not showing up. If you dont see anything, it's not being created.


If you're going to add an effect that monitors if you're holding a button you may be able to do it without a variable. You'll just spawn the helper with Statedef -2 and kill it in Statedef -2 depending if either button is pressed.

There are a few benefits of using your original idea's power charge system over the cmd looking only for the tics method you have now.
The original method you Press X and it does a move, but if you hold it, it charges. Then you Press Y and it does a move and charges. If you let go of X while holding Y and press X a 2nd time, the basic X attack would work, all while charging. Then you could let go of Y and get the super version.
Another thing you possibly lose out on is 2x charging speed. Pressing X and Y at the same time could charge it for each button press.

You were very close to having the original way work. It was all your CMD. Your problem was you'd press Y while it was charging and it'd do a basic move, or if it was charged all the way up, it'd switch and do the super version. What you needed to check for was to see if "hold_x" was active or not when pressing Y.
You really should have set up two variables to watch your X and Y presses. If the way you have now works, keep it.
vVv Ryuko718 Updated 10/31/22 vVv
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#33  September 14, 2018, 10:16:16 am
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Make 3 white squares and bounce between them. Don't know what you mean by that, but I'll see what I can do.

I know about the Ctrl C debug hotkey, I'm more concerned about the beams. The beams are not showing.

It is unfortunate that I had to ditch the power bar idea, but it is what it is. This works much better.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#34  September 17, 2018, 07:38:14 am
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This is close enough.



I am planning on making another help topic, this time it's about Bardock, as I decided to work on him and add some things here and there. Do you think you can do 2 topics at once?
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#35  September 29, 2018, 12:10:16 am
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Okay, I decided to replace Zero's Recoil Rod with the triple rod, personally because it can make a mess compared to the Recoil Rod.

https://streamable.com/qr0zk

However, I'm still looking for a way to make the rising slash functional, and Omega's pillar visible. Any ideas?
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#36  October 07, 2018, 05:44:08 am
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Welp, I'd hate to bump this thing, but I didn't have a choice.

Does anyone know any alternatives for Omega Zero's pillar to make it visible and source accurate? Originally I used N64Mario's code for it (forgive me for that, man), and the problem is that the sprites for beams in the pillar are completely invisible, so I need a different code.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#37  October 07, 2018, 12:53:51 pm
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So are there sprites in the animation?
Are you using Addition to make them clear?
I'm not sure how they'd be invisible without you setting them that way. Did you use an AssertSpecial?
vVv Ryuko718 Updated 10/31/22 vVv
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#38  October 07, 2018, 01:04:51 pm
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There are, but they're incredibly thin looking at N64Mario's Omega Zero, which I am using as a reference. I originally used his code and tried to adjust it to make the beams visible, and they were visible, the problem is that their not their actual color. In fact, they were pretty messed up.

Here's the original controller for the beams as helpers:

Code:
[State 1000, Helper]
type = Helper
triggerall = NumHelper(1015) = 0
trigger1 = Anim = 1000
trigger1 = AnimElem = 8, >= 0
helpertype = normal
name = "Beam Object"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
id = 1015
pos = 0, 0
postype = P1
stateno = 1015
keyctrl = 0
ownpal = 1

And here are the helpers themselves:

Code:
;---------------------------------------------------------------------------
; Light Beam Object
[Statedef 1015]
sprpriority = 30
movetype = A
anim = 1015
ctrl = 0

[State 1015, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 1015, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1015, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,1000
time = 1

;====================
; Light Beams
;====================
;---------------
; - Foreground -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1020) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1020
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1021) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1021
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1022) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1022
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

;---------------
; - Background -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1023) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1023
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1024) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1024
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1025) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1025
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
;---------------
;====================

[State 1015, Sound]
type = PlaySnd
trigger1 = Time <= 0
persistent = 0
value = 9, 0
channel = 0

[State 1015, Anim]
type = ChangeAnim
trigger1 = Root, Anim != 1000
trigger2 = NumHelper(1020) > 0
trigger2 = Helper(1020), StateNo = 1025 || Helper(1020), Anim = 1025
value = Anim
elem = 1

[State 1015, Destroy]
type = DestroySelf
trigger1 = NumHelper(1020) <= 0
trigger1 = NumHelper(1021) <= 0
trigger1 = NumHelper(1022) <= 0
trigger1 = NumHelper(1023) <= 0
trigger1 = NumHelper(1024) <= 0
trigger1 = NumHelper(1025) <= 0
trigger1 = Time > 0

;---------------------------------------------------------------------------
; Light Beam Appear
[Statedef 1020]
movetype = A
anim = 1020
ctrl = 0

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(0) = 0

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10)
var(10) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(10) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(10)

;-------------------------
; Setup Light Beams
;-------------------------
[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0,100
time = 1

[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)),1000
time = 1

[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)),1000
time = 1

[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1021)
trigger3 = IsHelper(1022)
value = 20

[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1023)
trigger2 = IsHelper(1024)
trigger3 = IsHelper(1025)
value = -20
;-------------------------

[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim = 1020
trigger1 = AnimTime = 0
value = 1021

[State 1020, State]
type = ChangeState
triggerall = IsHelper(1020) || IsHelper(1021) || IsHelper(1022)
trigger1 = Anim != 1020
value = 1021

[State 1020, State]
type = ChangeState
triggerall = IsHelper(1023) || IsHelper(1024) || IsHelper(1025)
trigger1 = Anim != 1020
value = 1022

[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1000
value = 1025

[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0

;---------------------------------------------------------------------------
; Light Beam Move Forward
[Statedef 1021]
sprpriority = 20
movetype = A
juggle = 10
ctrl = 0

[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = 20

[State 1020, Trans]
type = Trans
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
trans = addalpha
alpha = 200,200

[State 1020, AfterImage]
type = AfterImageTime
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
time = 2

[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim != 1021
value = 1021

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10)
var(10) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(10) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(10)

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = 2 * const(size.xscale)

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = -2 * const(size.xscale)

;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------

;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------

[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5

[State 1020, HitDef]
type = HitDef
trigger1 = NumEnemy > 0
trigger1 = EnemyNear, MoveType != H
attr = A, SP
damage = 30, 0
animtype = Heavy
guardflag = MA
hitflag = MAF-
priority = 3, Hit
pausetime = Ifelse(Root, Var(55) > 0, 0, 1), Ifelse(Root, Var(55) > 0, 0, 5)
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20

[State 1020, State]
type = ChangeState
trigger1 = ParentDist X < -25 * const(size.xscale)
value = 1022

[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1000
value = 1025

[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0

;---------------------------------------------------------------------------
; Light Beam Move Back
[Statedef 1022]
sprpriority = -20
movetype = A
juggle = 10
ctrl = 0

[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = -20

[State 1020, Trans]
type = Trans
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
trans = addalpha
alpha = 200,200

[State 1020, AfterImage]
type = AfterImageTime
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
time = 2

[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim != 1021
value = 1021

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10)
var(10) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(10) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(10)

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = -2 * const(size.xscale)

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = 2 * const(size.xscale)

;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------

;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------

[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5

[State 1020, HitDef]
type = HitDef
trigger1 = NumEnemy > 0
trigger1 = EnemyNear, MoveType != H
attr = A, SP
damage = 30, 0
animtype = Heavy
guardflag = MA
hitflag = MAF-
priority = 3, Hit
pausetime = Ifelse(Root, Var(55) > 0, 0, 1), Ifelse(Root, Var(55) > 0, 0, 5)
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20

[State 1020, State]
type = ChangeState
trigger1 = ParentDist X > 25 * const(size.xscale)
value = 1021

[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1000
value = 1025

[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0

;---------------------------------------------------------------------------
; Light Beam End
[Statedef 1025]
movetype = A
velset = 0,0
anim = 1025
ctrl = 0

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10)
var(10) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(10) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(10)

;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------

;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------

[State 1020, Destroy]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = NumHelper(1015) <= 0
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#39  October 07, 2018, 02:00:45 pm
  • ****
    • USA
    • twitter.com/inktrebuchet
I don’t know exactly what you are asking for help with. Can you try asking a more specific question.
Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more
#40  October 07, 2018, 11:45:29 pm
  • ***
  • Part-Time MUGEN creator
    • USA
    • Skype - reddragoncats17
    • reddragoncats17.weebly.com/
You know Omega Zero's pillar move, do you? This move?


(at 0:09)

I'm trying to add that to my Zero, in his Omega mode. The code I showed you is the move from N64Mario's Omega Zero. Here's the problem: The beams from the move are invisible. I'm trying to find alternatives for the move to 1: Make the beams visible, and 2: Keep it source accurate.

I'm willing to bet that N64Mario's Omega beams are invisible because of the fact that Omega Zero is a WinMUGEN character. I mean, he is a old character after all.

So, do you happen to know any alternatives for this move?
Last Edit: October 08, 2018, 05:50:01 am by RedDragonCats17