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MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero) (Read 9451 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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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
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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?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#21  March 01, 2018, 08:13:40 am
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In Ryu by P.o.T.S. Evil mode is done via variables. THEY let you create 2 almost absolutely different characters in one, including intros, win poses, voices, moves and so on.
The other way would be to do this through PalNo trigger. But this will make Omega inseparable from Zero through normal means.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#22  March 01, 2018, 07:37:55 pm
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You mind showing me the variable code?

(My nephew is here, so it’s gonna be a while before I could look after you respond)
Last Edit: March 02, 2018, 04:47:29 pm by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#23  March 02, 2018, 06:28:30 pm
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Um.... hello?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#24  March 05, 2018, 08:53:03 am
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Hellooooo? (Don’t mean to triple post, I can’t find the option to merge this one with the last for some reason)
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#25  March 05, 2018, 09:45:17 am
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All you need to know is THERE, including Hyperlinks on the other codes and triggers, connected to Variables. The only codes that aren't listed there but necessary either are ParentVarAdd and ParentVarSet.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#26  March 05, 2018, 09:48:22 am
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I’ll take a look at those, thanks.

What about changing the double jump animation?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#27  March 05, 2018, 10:19:32 am
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Only through adapting State 45 from common1.cns. That's the state of Airbourne Jump. THERE you can change the animations you need, just don't forget to copy it into your character's any own Coding file (CNS, ST and so on...).
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#28  March 05, 2018, 06:45:35 pm
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I'll give that a try.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#29  March 05, 2018, 07:10:23 pm
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Which line should I change, specifically?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#30  March 08, 2018, 12:22:18 am
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Sorry, I'm still kinda a beginner at coding a character (since I can't overcome laziness), and I want to go DEEP into changing the animation, primarily because the post that is on THIS forum didn't give me enough information, so I need some more.

Aight, I'm stumped. I tried Cyanide's way and Zero's still combining his single jump and double jump animations. Are there any alternatives?

Stuck on another thing, it's Omega Zero again. This time, it's his palette. Omega only has 1 palette and I'm trying to make him stick with that 1 palette. The thing is that if I overwrite the palettes and save the thing, it won't just apply to Omega, but Zero as well.
Last Edit: March 11, 2018, 12:18:14 pm by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#31  March 14, 2018, 12:03:31 am
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Sorry, quadruple post. I'm a little stumped right now because I tried Cyanide's way by adding anim = 44 (Zero's double jump animation number), which looks like this:


Code:
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0
[b]anim = 44[/b]

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

But the animation still looks like this:



Is there any alternatives to this?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#32  March 14, 2018, 12:10:26 am
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and what does anim=44 look like in the .AIR file?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#33  March 14, 2018, 12:31:22 am
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The animation itself? It's Zero's 2nd jump animation from MMZ3, but I'll recover my imgur account and post the gif in there.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#34  March 14, 2018, 12:36:42 am
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Here's the animation. Don't worry about it looping in the beginning, Zero's falling animation loops in Fighter Factory.
Last Edit: March 14, 2018, 12:42:02 am by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#35  March 14, 2018, 12:42:45 am
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it's not only changing state 45, also state 50 should be changed. here's how it should look like.

Spoiler, click to toggle visibilty

also, if the animation is looping (and it shouldn't be looping), you can have the last frame of animation have a time of -1, this way it will stay on the last frame until it changes animation, or if you want it to loop just the last frames, check the box "start loop in this frame" on Fighter Factory.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#36  March 14, 2018, 12:55:37 am
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Quote
check the box "start loop in this frame" on Fighter Factory.
That's what I did. And about that code, I'll give it a try.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#37  March 14, 2018, 01:04:19 am
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Henry, you are my hero, and my friend now. Zero now uses his 2nd jump animation when he does his 2nd jump.

All that's left for now is modifying his auto combo for his standing slashes to make them act like the source, I have his air slash and I'm planning on making a auto combo for his rolling slash. After that, maybe Zero will be worthy for a REAL video showcase and a W.I.P thread.

While I do need help with his dash, I was thinking about asking N64Mario for that, but then again, you helped me, and I don't wanna do you like that.

Edit: Okay, something weird is happening. When Zero does his 2nd jump backwards, instead of facing the direction that he's jumping to (if he's right then he's facing left), he faces the opposite direction.
Last Edit: March 14, 2018, 01:07:42 am by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#38  March 14, 2018, 01:17:37 am
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add "facep2=1"
to statedef 45 and statedef 50, it should work.

Code:
[Statedef 50]
type    = A
physics = A
facep2 = 1

like so
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#39  March 14, 2018, 01:50:58 am
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I’ll give it a spin when I’m back home, right now I’m at class.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#40  March 14, 2018, 06:55:20 am
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I'm back, and Zero is still facing the opposite direction. If you want me to show you the problem then I will.

Code:
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0
anim = 44
facep2 = 1

Code:
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A
facep2 = 1

Last Edit: March 14, 2018, 08:23:38 am by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#41  March 14, 2018, 03:58:27 pm
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You still there?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#42  March 14, 2018, 04:12:46 pm
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so you're trying to make the char move like a platformer game instead of a fighting game. I see...
you'll have to make another animation, that would be for him jumping backward, let's make that anim 45, it should look the same as 44 but flipped horizontally.
then you'll have to change the second ChangeAnim of state 50.
like so:

Spoiler, click to toggle visibilty

this should work.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#43  March 14, 2018, 04:28:55 pm
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Prepare to be shocked. I already made the backwards animation, and it's anim 46. 45 is the Jump Forward animation, but I guess I won't be needing that, anymore.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#44  March 14, 2018, 04:31:35 pm
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then just change the number on the changeanim I showed you.
from 45 to 46...
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#45  March 14, 2018, 04:48:12 pm
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I already got rid of the jump forward animation. Now Zero faces the same direction when he's jumping backwards. Thanks for the help.

NOW all that's left is what I said earlier, the auto combo, his rolling slash, and maybe his dash.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#46  March 14, 2018, 04:53:02 pm
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    • Brazil
I already got rid of the jump forward animation. Now Zero faces the same direction when he's jumping backwards. Thanks for the help.

NOW all that's left is what I said earlier, the auto combo, his rolling slash, and maybe his dash.

I think you should look into learning MUGEN for yourself. All problems that were solved on this topic are really simple ones, and coding is all about solving problems, that's what makes it fun, at least for me. You should read the docs, see some tutorials, browse around the forums here. I'm sure you'll find everything you need, unless you're trying to make an ultra-neo-complicated-ninja-unbelievable character that changes everything about MUGEN, other than that, you'll be okay.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#47  March 14, 2018, 05:29:02 pm
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    • Skype - reddragoncats17
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I'll see what I can find. If I can't find enough info to code a move in the simplest way possible, I'll know who to call out. Thing is, I get SUUUPER lazy and I lose all of my experience, but I'll always look back at what I did and figure out how I did it.

I'll tell you my goal for Zero when I make the thread.