My character stuck in air if Screw Kick (sketch) didn't finish its 8 hits I copied another Rouge's Screw Kick state, this is the original VelSet[State 100, 1]type = VelSettrigger1 = var(1) > 3x = 16y = 16I copied "trigger1 = var(1) > 3" but it's no use There's my part of my Screw Kick's state:---------------------------------------------------------------------------------------------------------[state 2402,1]type = varsettrigger1 = time = 0var(0) = 0[state 2402,1]type = varaddtrigger1 = movecontact =1var(0) = 1[state 2402,1]type = varsettrigger1 = time = 0trigger2 = movecontactvar(1) = 0[state 2402,1]type = varaddtrigger1 = !movecontactvar(1) = 1[State 230 , 2]type = HitDeftrigger1 = var(0) < 8trigger1 = !movecontactattr = A,HAdamage = 80/(hitcount+1),6animtype = mediumguardflag = HAhitflag = MAFDpriority = 4, Hitpausetime = 0,5sparkno = s7002sparkxy = -10,-28hitsound = s200,5guardsound = 6,0ground.type = highground.slidetime = 20ground.hittime = 20ground.velocity = 5air.velocity = 8,-5guard.velocity = -2airguard.velocity = -2,-0.8air.fall = 1fall.recover = 0id = 3100getpower = 0,0[State 100, 1]type = VelSettrigger1 = movehit = [1,2]x = 0y = 0[state 2402,0]type = movehitresettrigger1 = movecontact > 2[State 100, 1]type = VelSettrigger1 = var(0) = 8x = 12y = 12[state 2500,1]type = changestatetrigger1 = pos y >= 0value = 48---------------------------------------------------------------------------------------------------------
Dunno why you're using winmugen, but whatever.This is a pretty sloppy way to do this move and it doesn't have enough triggers. Currently, you are telling the game to add 1 to var(0) on movecontact (a hit) and when it reaches 8, you go forward and down at 12 and change state to 48 when you reach the floor.It looks bizarre to have an attack where you just sit there in the air for so long. I'm not sure what makes it stop at any point, but that's where the issue is. You should make a state specifically for coming out of this attack (the zip down and land) and then use changestate to go to that state when you get your 8 hits or reach some time duration.
The biggest problem I see is,Code: [State 100, 1]type = VelSettrigger1 = movehit = [1,2]x = 0y = 0I'm not sure why you want to stop your move in mid-air. Especially if that's your biggest problem. You wont always get 8 hits with your move. You're even less likely to get all 8 hits if it doesn't continue to move. It will just push P2 away.I dont recommend using the vars to control the movement either. Use AnimElemTime() or something similar. Time = could work also. Unless you're using those variables outside of the current state, I dont see a real reason for them. Also, what's the reason forCode: [state 2402,0]type = movehitresettrigger1 = movecontact > 2
Thanks for reply. I decide to use normal states(no vars) instead of previous states.This is the original Screw Kick that I copied its states, Rouge isn't stuck in air even P2 is moving.Just dunno why "trigger1 = var(1) > 3" in previous states doesn't work
[state 2402,1]type = varsettrigger1 = time = 0trigger2 = movecontact ;when P1 hits P2var(1) = 0 ;var(1) is set to = 0So var(1) > 3 wont work when it's 1. 1 < 3.What's happening is the move expects to hit P2. It will drill and drill. When it doesn't hit P2, it adds to var 1. As soon as 3 tics go by where it's not hitting P2 the velocity is set to 16x 16y. You need to set up displaytoclipboard to show your var(0) and var(1) values. Use Debug, CTRL+D, to be able to read them on screen. One tip you should use is when dealing with a move that reacts to P2 being attacked you want to useignorehitpause = 1 because Mugen acts funky when hitpauses are involved. Try adding that to all of the varset and varadd in the state. But make sure you use displaytoclipboard to see if the variables are being set/added properly. Look in Mugen Class' Master Thread for it if you dont know how to use it.
So I displayed my var(0) and var(1) on IKEMEN, and changed my trigger:[State 100, 1]type = VelSettrigger1 = var(1) = 0x = 0y = 0[State 100, 1]type = VelSettrigger1 = var(1) = 1x = 14y = 14My Rouge is var(1) = 0 about 3 tics when she hits P2 like ABAB's Rouge, but it seems no time to stuck on P2 and fall to the ground soon ABAB's Rouge increases var(1) value after hits P2 and pass through.Still can't figure out why I copied same states but it's no use on my character
Odb718 said, June 10, 2018, 10:53:52 amOne tip you should use is when dealing with a move that reacts to P2 being attacked you want to useignorehitpause = 1 because Mugen acts funky when hitpauses are involved. Try adding that to all of the varset and varadd in the state.
Hey,uh...I think I solved my problem My var(1) conflicted to cmd file's var(1)...combo condition check statesIt works well when I changed cmd file's var(1) into var(2), thanks anyway!