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Problems with Grand Stardust (Read 914 times)

Started by Trinitronity, February 11, 2014, 10:17:20 pm
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Problems with Grand Stardust
#1  February 11, 2014, 10:17:20 pm
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Hello again,
just now, I have decided to revisit some of Marisa's old moves, namely her bottle special "Grand Stardust" and her LVL2 spellcard "Orreries Sun", and also some of her old misc animations (like her broom swinging winpose or her Touhou Kobuto intro).
Revisiting all the stuff save for Grand Stardust is extremely easy. I actually have problems with the bottles of Grand Stardust: They wont explode when they hit the opponent. They still explode just fine if they hit the ground, though.
Here is the code, by the way:
Code:
;----------------------
;Grand Stardust Bottle X version
[Statedef 1301]
Type = A
Movetype= I
Physics = N
Anim = 1301
Ctrl = 0
Sprpriority = 5
velset = 0,0

[State 1201, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT;,SP
time = -1
stateno = 1303
ignorehitpause = 1

[State 1201, hitby]
type = hitby
trigger1 = 1
value = SCA,AP,SP
time = -1
ignorehitpause = 1

[State 1301]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1301]
type = velset
trigger1 = time = 0
X = 1.5
Y = -6

[State 1301]
type = veladd
trigger1 = time > 0
Y = 0.4

[State 1301]
type = AngleDraw
trigger1 = 1
scale = 0.5, 0.5
value = -30 - 10*time
ignorehitpause = 1

[State 1301]
type = Helper
trigger1 = time = 0
name = "Aura"
Stateno = 1302
ID = 1302
postype = p1
pos = 0, 0
ownpal = 1
ignorehitpause = 1

[State 1301]
type = varset
trigger1 = time = 0
fvar(8) = 0.6 + 0.01*ceil(Random%21)

[State 1301]
type = Explod
trigger1 = Random%3 < 2
anim = 1105 + Random%4
ID = 1105
pos = -12+Random%25,-12+Random%25
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(8), fvar(8)
vel = 0, 0
accel = 0, 0
ignorehitpause = 1
trans = add

[State 1301]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1303
ignorehitpause = 1
Please help me there. Thanks in advance!
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#2  February 11, 2014, 11:06:04 pm
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You move type is set to I and..... Where's the HitDef?
Re: Problems with Grand Stardust
#3  February 12, 2014, 08:07:51 am
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You move type is set to I and..... Where's the HitDef?
Whoops, must have somehow slipped my radar...changed move type to A, but the problem still persists...
...also, there wasn't supossed to be a hitdef, since only the explosion hurts the player, not the bottle itself.
The bottle will just explode if the player hits it.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#4  February 12, 2014, 09:37:21 am
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It must have hitbox to hit target and explode. Put hitdef state with pause time = 0,0. If it must be hit by someone, then it requires blue clns.
Currently working on SSB MUGEN project.
Done: 0.2%.
Re: Problems with Grand Stardust
#5  February 12, 2014, 09:45:42 am
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It must have hitbox to hit target and explode. Put hitdef state with pause time = 0,0. If it must be hit by someone, then it requires blue clns.
Well, I have added both red and blue hitboxes, since I also want it to explode when hit by a projectile (I haven't tested that out though, since the timing for the projectile to actually hit the bottle is way to hard for me, even with Training).
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#6  February 12, 2014, 09:51:53 am
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Then add hitdef and change trigger1 = 1 to trigger1 = stateno = current state number in hitoverride to prevent bottle from delaying explosion.
Currently working on SSB MUGEN project.
Done: 0.2%.
Re: Problems with Grand Stardust
#7  February 12, 2014, 09:54:29 am
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Then add hitdef and change trigger1 = 1 to trigger1 = stateno = current state number in hitoverride to prevent bottle from delaying explosion.
Uhm...what delay? There is no delay. The bottle doesn't explode when it hits the opponent. Period. It only explodes when it hits the ground and maybe it also explodes when projectiles hit it. However, I would like it, if the bottle would explode when it hits the player as well...
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#8  February 12, 2014, 10:22:57 am
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Does it disappears or goes through opponent? If goes through - add hitdef, if dissappears - make it turn into explosion and destroy itself after animation ends.
Currently working on SSB MUGEN project.
Done: 0.2%.
Re: Problems with Grand Stardust
#9  February 12, 2014, 10:24:00 am
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Does it disappears or goes through opponent? If goes through - add hitdef, if dissappears - make it turn into explosion and destroy itself after animation ends.
It goes through...
...however, how do I put a hitdef, that doesn't put the opponent into a hitstate? I would really like to know...
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#10  February 12, 2014, 12:38:05 pm
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  • Kill as much as you want - have fun!
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Bottle itself would hurt, isn`t it? Just make hitpause = 0,0 and it wouldn`t be noticable and in explosion state add hitadd with value -1 if you don`t want to make this bottle hit twice. OR you can make it change to explosion state if p2bodydist X <0 without touching explosion state.
Currently working on SSB MUGEN project.
Done: 0.2%.
Last Edit: February 12, 2014, 12:42:54 pm by BaganSmashBros
Re: Problems with Grand Stardust
#11  February 12, 2014, 01:33:50 pm
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You move type is set to I and..... Where's the HitDef?
Whoops, must have somehow slipped my radar...changed move type to A, but the problem still persists...
...also, there wasn't supossed to be a hitdef, since only the explosion hurts the player, not the bottle itself.
The bottle will just explode if the player hits it.

HitDef is what defines an attack, AKA, what hurts the player. If there isn't supposed to be a HitDef, then the bottle isn't supposed to come in contact with the player.

If you don't want to put it into a hitstate, simply put pausetime to 0,0, and simply don't add animtype, hittime, and slidetime velocities. It'll put them in a hitstate for exactly one tick (so the damage can be dealt), and then they'll be back to as they weere.
Last Edit: February 12, 2014, 01:39:40 pm by RedLuncbox
Re: Problems with Grand Stardust
#12  February 12, 2014, 06:29:49 pm
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If you don't want to put it into a hitstate, simply put pausetime to 0,0, and simply don't add animtype, hittime, and slidetime velocities. It'll put them in a hitstate for exactly one tick (so the damage can be dealt), and then they'll be back to as they weere.
So, the hitdef should look something like this?
Code:
[State 1301]
type= HitDef
trigger1 = 1;!Movecontact
attr = A, SP
hitflag = MAF
guardflag = MA
damage = 0, 0
animtype = Null
air.animtype = Null
ground.type = Null
priority = 6, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = -30+random%10,-28+random%10
hitsound   = -1,0
guardsound = -1,0
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity= 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#13  February 13, 2014, 05:16:17 am
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Unless you intend for it to do no damage, I would change the damage = parameter.

The engine doesn't accept 'Null', just leave the params out. They'll default to 'Light' anyways, but it'll be only be for one tic anyways.

You can also simply leave out all the other parameters that you have as zero (ground.slidetime and everything below it), for neatness's sake. They'll all default to zero anyways.
Re: Problems with Grand Stardust
#14  February 13, 2014, 05:07:44 pm
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The engine doesn't accept 'Null', just leave the params out. They'll default to 'Light' anyways, but it'll be only be for one tic anyways.
Well, that's a problem. I don't want the opponent to go to a hitstate when hit by the bottle, not even for 1 tick. I also don't want the MUGEN engine to count that as an actual hit...
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#15  February 23, 2014, 08:41:11 am
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Sorry to bump, but I really need help there...
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns

Xan

Re: Problems with Grand Stardust
#16  February 23, 2014, 08:46:08 am
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You've been told multiple times not to bump your own topics like this. Try following said advice in the future.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Problems with Grand Stardust
#17  February 23, 2014, 08:47:39 am
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Yeah, but how is then someone supossed to help me, if the thread isn't in the first page anymore, and only threads in the first page even has a chance to get help?
And I really REALLY need help there.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns

Xan

Re: Problems with Grand Stardust
#18  February 23, 2014, 08:51:52 am
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Dude, if nobody has the answer within a week or longer, chances are you aren't going to get help within the topic. Again, quit bumping your own topics like this. It's not rocket science, no matter how much you desperately need the help.
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Problems with Grand Stardust
#19  February 23, 2014, 08:53:35 am
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So that means, if my thread gets in the second page, I have to make a new thread with the same problem and delete the old topic then?
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns

Xan

Re: Problems with Grand Stardust
#20  February 23, 2014, 08:54:26 am
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Missing the point, dude. If you can't get the help, making a new topic won't change that. Try PM'ing somebody for the help instead of bumping newer topics back because you don't know how to simply follow instructions.
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Problems with Grand Stardust
#21  February 23, 2014, 08:57:29 am
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The bottle will just explode if the player hits it.

Do you want it to explode if player 1 hits it? I'm not entirely sure of what you're trying to do.

Your current setup makes it so it can only get hit by projectiles.

Well, I have added both red and blue hitboxes, since I also want it to explode when hit by a projectile (I haven't tested that out though, since the timing for the projectile to actually hit the bottle is way to hard for me, even with Training).



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Re: Problems with Grand Stardust
#22  February 23, 2014, 08:59:00 am
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Missing the point, dude. If you can't get the help, making a new topic won't change that. Try PM'ing somebody for the help instead of bumping newer topics back because you don't know how to simply follow instructions.
Hmm, sound good, but...who should I PM then? I don't even know WHO could help me...
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns

Xan

Re: Problems with Grand Stardust
#23  February 23, 2014, 08:59:48 am
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Too late. Vans already responded.
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Problems with Grand Stardust
#24  February 23, 2014, 09:04:21 am
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Too late. Vans already responded.
Damn internet...
...anyway:
The bottle will just explode if the player hits it.

Do you want it to explode if player 1 hits it? I'm not entirely sure of what you're trying to do.

Your current setup makes it so it can only get hit by projectiles.
Well, I want that the bottle explodes, if:
-the opponent gets hit by it
-if it falls on the ground
-if a projectile hits it
The bottle already explodes when it falls on the ground, and the bottle probably also explodes, if a projectile hits the bottle, but not if the opponent gets hit by the bottle...
I really hope someone could help me there...my character is nearing the release line...
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#25  February 23, 2014, 09:15:26 am
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Release line? Are you in a hurry or something? Take your time, rushed work is not a good idea, ever.

So there's three conditions for making it explode, whenever you're trying to program something like this you have to code and test them one by one.

Getting hit by projectiles is an easy thing to test by creating either a really slow moving projectile or modifying a move in order to act as a projectile, if you're not taking your time testing these things and assuming they work you will bump into huge issues later on. Seriously, you can modify the code and test if it gets hit, do it, there is no excuse for this.

Let's go over each point, okay?

-the opponent gets hit by it

Okay. You need 3 things in order for this to happen.

1. You need collision boxes in order to activate a hitdef.
2. You need a hitdef in order to make the move hit.
3. You need to tell the helper what to do after it hits something.

Step 3 is done using a changestate, you already have an "explosion" state, use it.

There are two ways to do this: using a changestate like the one you had before or using the "p1stateno" parameter in the hitdef.

Your hitdef right now is not normal, you're pretty much defining a phantom hit. Try using normal parameters for hitpause and hittimes.

-if it falls on the ground

I think this is covered.

-if a projectile hits it

Null out the velocities and hit it with a projectile. Testing this doesn't take more than a minute.

If you have to modify things in order to test, then do it. You have the freedom to do so.

There's millions of examples out there, my Marco has a grenade that acts just like this one. Can't figure it out? Test different things, look up examples, remember that MUGEN is really really dumb.

You haven't done enough testing, you need to test things more and be patient.

Good luck!
Twitter: @vans1belmont
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amazon, pls
Last Edit: February 23, 2014, 09:18:38 am by Vans
Re: Problems with Grand Stardust
#26  February 23, 2014, 09:24:16 am
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Release line? Are you in a hurry or something? Take your time, rushed work is not a good idea, ever.
It's not that I'm rushing. It's just that this character is sitting on my hard drive for such a long time without being publicly released.
I originally wanted to make a public release, when the character is 100% completed, so I don't have to update anymore, but I already see it that this would take even LONGER, so I decided to at least release this character publicly, if I have at least finished, what I have started, so I can FINALLY move on to something else...
1. You need collision boxes in order to activate a hitdef.
2. You need a hitdef in order to make the move hit.
3. You need to tell the helper what to do after it hits something.

Step 3 is done using a changestate, you already have an "explosion" state, use it.

There are two ways to do this: using a changestate like the one you had before or using the "p1stateno" parameter in the hitdef.

Your hitdef right now is not normal, you're pretty much defining a phantom hit. Try using normal parameters for hitpause and hittimes.
Phantom hit?
Code:
[State 1301]
type= HitDef
trigger1 = 1;!Movecontact
attr = A, SP
hitflag = MAF
guardflag = MA
damage = 0, 0
animtype = Null
air.animtype = Null
ground.type = Null
priority = 6, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = -30+random%10,-28+random%10
hitsound   = -1,0
guardsound = -1,0
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity= 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
I assume you're refering to this code, right?
I did it like that, so there is absolutely no hitpause, and so that the opponent doesn't even go to a hitstate, not even for a millisecond.
I have already made a change state, though:
Code:
[State 1301]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1303
ignorehitpause = 1
Or am I missing something?
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#27  February 23, 2014, 09:28:37 am
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Errata:

Well, that's a problem. I don't want the opponent to go to a hitstate when hit by the bottle, not even for 1 tick. I also don't want the MUGEN engine to count that as an actual hit...

I missed this.

Still unsure of what this is supposed to be. You say you want it to hit the opponent but you actually don't.

If what you're trying to achieve is making the bottle disappear when it comes near a foreign object then you should consider checking how close it is to the opponent rather than attempting a collision-based approach.

Personally, I would try using a pausetime of 1,0 first to see if that solves the problem and playing around with the hittimes.

In order of importance attempt:

1. Using p1stateno
2. Changing p1's pausetime.

My theory is that your current hitdef doesn't let the engine detect a hit, that's why your movecontact trigger is not working at all.



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Re: Problems with Grand Stardust
#28  February 23, 2014, 09:53:59 am
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Okay, I have now added the hitdef like this:
Code:
[State 1201]
type= HitDef
trigger1 = 1;!Movecontact
attr = A, SP
hitflag = MAF
guardflag = MA
damage = 0, 0
animtype = Light
air.animtype = Light
ground.type = High
priority = 6, Hit
pausetime = 0, 0
sparkno = -1;S8000+(random%2)
guard.sparkno = -1;S8300
sparkxy = -30+random%10,-28+random%10
hitsound   = -1,0;s1,10
guardsound = -1,0;s2,0
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity= 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
Now the bottle explodes, whenever an opponent gets hit by the bottle.
However, I now get this problem:

It gets counted as a hit as well, leading to an 2-hit combo, which I'm trying to avoid.
Could someone please help me there?
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with Grand Stardust
#29  February 24, 2014, 03:20:03 am
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numhits = 0.

Check the documentation frequently.
Twitter: @vans1belmont
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amazon, pls
Re: Problems with Grand Stardust
#30  February 24, 2014, 03:31:07 pm
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Oh wow. I actually know about numhits, but I didn't knew that I can insert it inside an hitdef as well...
I have tried it out, and now it works. Thanks.
I also tested out the behavior of Grand Stardust for when it is hit by an projectile. It really works!
Great thanks there, Vans. I make sure to credit you.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns