YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
BurningSoul is Offline
Contact BurningSoul:

BurningSoul

Contributor

Messages by BurningSoul

    

RedSnake WIP

 September 26, 2023, 10:33:20 pm View in topic context
 Posted by BurningSoul  in RedSnake WIP (Started by BurningSoul September 26, 2023, 10:33:20 pm
 Board: Vs. Style Debuts: Tag Team Revolution

Hello,Its been a while since I joined this project as a coder,but it seems we forgot to mention some of the progress we did  on guild since we are mostly keeping the progress on discord
So RedSnake from Martial Masters is joining VSD using her offical moveset
her Shadow Moves are made into Supers keeping her feel of original game
She has a New LV3 Super which is a merged version of her 2 supers into 1

Currently she is a grounded fighter with no air moves but maybe one of the devs will try to improve upon what I did for her eventually.
    

Re: MUGEN AMALGAMATION GAME

 September 26, 2023, 09:59:29 pm View in topic context
 Posted by BurningSoul  in MUGEN AMALGAMATION GAME (Started by HYMN September 26, 2023, 09:51:32 pm
 Board: Idea Engineering

uhm you can always check out versus style debuts,its using every character from every possible franchise in a mvc format
here's our server and gameplay vids

https://discord.gg/f69qdYGq
    

Re: Add004/Ikemen Tag System

 September 25, 2023, 11:06:07 pm View in topic context
 Posted by BurningSoul  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases

Thanks, it works perfectly now. I have installed 0.99 and it works.
This patch is incredible.

Is it possible to make the 3 characters launch a magic attack at the same time in tag mode? For now, 1 does it when you press change character, it would be nice if, for example, when you press the 2 buttons at the same time (d and w keys) they would do it 3 at a time (but increasing the time to be able to reuse it since it would do a lot of damage)
posdate: Many times help characters appear who do nothing. They come out and turn back the same.


there is a readme on how to set up assists and dual hypers
    

Re: Add004/Ikemen Tag System

 September 23, 2023, 11:33:35 pm View in topic context
 Posted by BurningSoul  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases

you can download latest ikemen from github and port your screenpack over to 0.99 like you would in mugen
    

Re: Add004/Ikemen Tag System

 September 23, 2023, 11:28:00 pm View in topic context
 Posted by BurningSoul  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases

its for 0.99 only
    

Re: Add004/Ikemen Tag System

 September 23, 2023, 05:42:53 pm View in topic context
 Posted by BurningSoul  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases

updated again with proper common.cmd
    

Re: Add004/Ikemen Tag System

 September 22, 2023, 09:18:59 pm View in topic context
 Posted by BurningSoul  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases

I can make a vid,but I need you guys to try the tag out to see if it causes issues with stagebounds again
    

Re: Add004/Ikemen Tag System

 September 19, 2023, 02:05:06 pm View in topic context
 Posted by BurningSoul  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases

    

Re: Add004/Ikemen Tag System

 September 18, 2023, 11:28:38 pm View in topic context
 Posted by BurningSoul  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases

Fixed Pls Redownload
    

Re: Add004/Ikemen Tag System

 September 18, 2023, 05:09:43 pm View in topic context
 Posted by BurningSoul  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases

can you show a video for issue please
    

Re: Add004/Ikemen Tag System

 September 17, 2023, 05:46:54 pm View in topic context
 Posted by BurningSoul  in Add004/Ikemen Tag System (Started by BurningSoul April 20, 2023, 09:18:26 pm
 Board: IKEMEN Releases


Tag Updated,Uses Ikemen Lifebar Messages
Added Toggle Options to Const file,pls check const file to set up tag settings
Like Always Install is done to config.json file
adding proper pathways to add004_bs0 folder will work
Also a Reminder,this isnt the og add004,it doesnt come with fightfx and most of all of its other functions than tag is disabled(This is tag only)
"CommonAir": [
    "data/add004_bs0/common.air"
  ],
  "CommonCmd": [
    "data/add004_bs0/common.cmd"
  ],
  "CommonConst": [
    "data/add004_bs0/common.const"
  ],
  "CommonFx": [],
  "CommonLua": [
    "loop()"
  ],
  "CommonStates": [
    "data/functions.zss",
    "data/action.zss",
    "data/dizzy.zss",
    "data/guardbreak.zss",
    "data/score.zss",
    "data/add004_bs0/NegativeStates.cns",
    "data/add004_bs0/common2.cns",
    "data/training.zss"

    

Projectile Clone/Reflection Code Shiyo Kakuge

 September 10, 2023, 08:31:12 pm View in topic context
 Posted by BurningSoul  in Projectile Clone/Reflection Code Shiyo Kakuge (Started by BurningSoul September 10, 2023, 08:31:12 pm
 Board: M.U.G.E.N Development Help

Code:
;==========================
;==========================
; Projctile [helper] ; ”ò‚Ñ“¹‹ï
; --- ---
; v00: proj alive flag
; --- ---
; v01: proj id (multi proj)
; v02: attack id (target,id)->(numtarget(v02))
; v04: proj remove_time
; v06: max_hits
; v07: hits_miss_time
; v08: damage_hit
; v09: damage_guard
; v10: hit fall
; v11: options_type
; 00:hado / 10:fire_hado / 11:blue_fire_hado / 20:air_hado(no_hit_crouch)
; 40:knife
; v12: counter/timer (can be reinited)
; v13: hit_anim_type
; animtype:: 0:light / 1:medium / 2:hard / 3:back / 4:up / 5:diag-up
; v14: remove_type
; --- ---
; v15-18: code_set: 10311+10212+10113=30636 (xxx)
; --- ---
; v19: hit self switch (E-F)
; v20: fall switch / last hit (->v10)
; v21-29: palfx RGB(R,G,B)
; v30: init flag / counter/timer (can be reinit)
; v31: reset flag
; --- ---
; v32: projtime from a to z (can NOT be reinited)
; v33: target id
; --- ---
; v34: hitsound (300,v34)
; v35: hitspark v35+(random%4)*10
; v36: palfx time (off:0)
; v37: CanGetHit Flag:: 0:Normal(default) / 1:CanGetHit
; --- ---
; v40: p2dist x (width)
; v41: p2dist x _level
; --- ---
; f00-01: speed_x/y (1/1000)
; f02-03: xxx
; f04-05: sparkxy
; f06-07: hit_velocity_x/y (1/10)
; f08-09: guard_velocity_x/y (1/10)
; f10-11: option_veladd_x/y [def:0]
; f12-13: option_flag_bound [def:0]
; --- ---
;==========================
[statedef 91000]
type=a
movetype=a
physics=n
anim=const(size.head.pos.x)
sprpriority=5
;-; ownpal=1
poweradd=0
velset=0,0
ctrl=0
;---
;;[state 0] ;[.00a0] ; code_set
;; type=varset
;; trigger1=!var(32)
;; var(18)=(var(15):=10311)+(var(16):=10212)+(var(17):=10113) ; ###
;---
[state 0] ;[.00a1]
type=assertspecial
trigger1=1
flag=invisible
;op; flag2=noshadow
ignorehitpause=1
[state 0] ;[.00a2]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
;---
; affectteam_reset
[state 0] ;[.05a]
type=turn
trigger1=var(31)
ignorehitpause=1
[state 0] ;[.05b]
type=varset
trigger1=var(31)
var(19)=!var(19) ;; E -> F
ignorehitpause=1
;---
[state 0] ;[.06a]
type=modifyexplod
trigger1=var(31)
id=1
scale=ifelse(var(19),-1,1)*const(size.xscale)
trans=sub ;;**
ignorehitpause=1
[state 0] ;[.06b]
type=modifyexplod
trigger1=var(31)
id=2
scale=ifelse(var(19),-1,1)*const(size.xscale)
ignorehitpause=1
;---
; re_init
[state 0] ;[.07a1]
type=varset
trigger1=var(31)
var(31)=0  +( var(30):=0 ) ;;<- re_init
ignorehitpause=1
;--- {init.start}
;; all_helper_id (attack_id -> target,id)
;; 1000: special proj / 3000: hyper/super_proj
[state 0] ;[.07a2]
type=varset
trigger1=!var(32) ;;<-only_once
var(2)=ishelper(1000)*1000+ishelper(3000)*3000
ignorehitpause=1
;---
[state 0] ;[.10c1]
type=null
trigger1=!var(30)
trigger1=1|| var(1):=ifelse(ishelper(3000),60000,10000)+(gametime%40000)
;//; * use "gametime" to avoid ID dublication (id range [10000-60000])
;//; * ID‚ğd•¡‚³‚¹‚È‚¢ˆ×‚É"gametime"‚ğŽg‚¢‚Ü‚·
trigger1=1|| var(4):=ifelse((const(size.height)%1000)<1,1,const(size.height)%1000) ;;<- remove_time
trigger1=1|| fvar(0):=const(size.mid.pos.x)/1000.000 || fvar(1):=const(size.mid.pos.y)/1000.000 ;;<- speed_x / y
trigger1=1|| fvar(6):=-(((const(size.air.front)/1000)%1000)-500)/10.0 || fvar(7):=-((const(size.air.front)%1000)-500)/10.0  ;;<- vel_xy_hit
trigger1=1|| fvar(8):=-(((const(size.air.back)/1000)%1000)-500)/10.0  || fvar(9):=-((const(size.air.back)%1000)-500)/10.0   ;;<- vel_xy_guard
trigger1=1|| var(6):=const(size.ground.front)/1000 || var(7):=const(size.ground.front)%1000 ;;<- max_hits / hittime
trigger1=1|| var(8):=const(size.ground.back)/10000 || var(9):=const(size.ground.back)%10000 ;;<- damage_hit / damage_guard
trigger1=1|| var(10):=const(size.shadowoffset) ;;<- fall_ground
trigger1=1|| var(11):=(const(size.height)/1000)%100 ;;<- options_type
;//; 00:hado / 10:fire_hado / 11:blue_fire_hado / 20:air_hado(no_hit_crouch)
;//: 40:knife
trigger1=1|| var(12):=0 ;;<- counter/timer reset
trigger1=1|| var(13):=(const(size.height)/100000)%10 ;;<- hit_anim_type
;//; animtype:: 0:light / 1:medium / 2:hard / 3:back / 4:up / 5:diag-up
trigger1=1|| var(14):=(const(size.height)/1000000)%10 ;;<- remove_type
trigger1=1|| var(37):=(const(size.height)/10000000)%10 ;;<- cangethit_flag
;;//; cangethit flag:: 0:normal / 1:cangethit
trigger1=1|| var(34):= (var(11)=[10,12])*20 +(var(11)=40)*41 +(var(11)=13)*50 || var(34):=ifelse(var(34),var(34),30) ;;<-hitsound / default
trigger1=1|| var(35):=((var(2)>=1000)+(var(2)>=3000)+2) +(var(11)=40)*5 ;;<-hitspark ;;normal{0-2/s3/h4] /sharp{+5}
ignorehitpause=1
;---
[state 0] ;[.10c2] ; damage_revise
type=null
trigger1=!var(30) && numenemy && root,sysfvar(0)>0 && playeridexist(floor(root,sysfvar(0))) && enemy,sysfvar(0)>0 && playeridexist(floor(enemy,sysfvar(0)))
trigger1=playerid(floor(root,sysfvar(0))),var(0)=90900 && playerid(floor(root,sysfvar(0))),!AILevel && playerid(floor(enemy,sysfvar(0))),var(0)=90900 && playerid(floor(enemy,sysfvar(0))),AILevel
trigger1=1|| var(8):=floor(var(8)/((roundno*0.5+matchno*0.5+ (playerid(floor(enemy,sysfvar(0))),var(51)) )*0.1+0.7))
trigger1=1|| var(9):=floor(var(9)/((roundno*0.5+matchno*0.5+ (playerid(floor(enemy,sysfvar(0))),var(51)) )*0.1+0.7))
;--- {init.end}
;---
; countter / ticks_elapsed
; ”­ŽËŒãŽžŠÔŒo‰ß(ƒJƒEƒ“ƒgƒ_ƒEƒ“)
[state 0] ;[.12a2]
type=varadd
trigger1=hitpausetime<1
var(12)=1 ;; (only once)
ignorehitpause=1
[state 0] ;[.12a3]
type=varadd
trigger1=1
var(30)=1 ;; (reinit flag)
ignorehitpause=1
;---
[state 0] ;[.13b1] ; fx_mask
type=palfx
trigger1=1
time=1
add=0,0,0
mul=384,384,384
color=0
ignorehitpause=1
[state 0] ;[.13b5] ; mask/sub
type=explod
trigger1=!time && !numexplod(1)
anim=anim
id=1
postype=p1
sprpriority=5
ownpal=0 ;;**
bindtime=-1
removetime=-1
scale=const(size.xscale),const(size.yscale)
trans=sub
ignorehitpause=1
[state 0] ;[.13b6] ; dxor
type=explod
trigger1=!time && !numexplod(2)
anim=anim
id=2
postype=p1
sprpriority=6
ownpal=1 ;;**
bindtime=-1
removetime=-1
scale=const(size.xscale),const(size.yscale)
ignorehitpause=1
;---
;---
; fall_switch ; “|‚êƒXƒCƒbƒ`
[state 0] ;[.15a]
type=varset
trigger1=(var(3)+1>=var(6))&&((var(10)%10=1)||(var(10)%10>2))
var(20)=1
ignorehitpause=1
; pal_eff ; ƒpƒŒƒbƒgŒø‰Ê
[state 0] ;[.15b]
type=null
triggerall=var(30)<2
triggerall=1|| (var(21):=500500500)||(var(22):=var(21))||(var(23):=var(21)) ;;default
;; v21-23:add/mul/sin(RRRGGGBBB-500500500), v24:time(AAATTT)
trigger1=var(11)=10 ;;<-Fire_Red (208,0,-208)(255,200,200),(255,196,196,20),(18+)
trigger1=1|| (var(21):=708500292)||(var(22):=755700700)||(var(23):=755696696) || var(24):=20018+var(7)
trigger2=var(11)=11 ;;<-Fire_Blue (48,0,168)(196,196,255),(168,128,255,20),(18+)
trigger2=1|| (var(21):=548500668)||(var(22):=696696755)||(var(23):=668628755) || var(24):=20018+var(7)
trigger3=var(11)=13 ;;<-Ice  (0,196,255)(200,255,255),(32,64,96,15),(16+)
trigger3=1|| (var(21):=500696755)||(var(22):=700755755)||(var(23):=532564596) || var(24):=15016+var(7)
trigger4=var(11)=14 ;;<-Electr (128,128,128)(200,200,200),(-128,-128,-128,10),(16+)
trigger4=1|| (var(21):=628628628)||(var(22):=700700700)||(var(23):=372372372) || var(24):=10016+var(7)
;---
;---
; CanGetHit_Type:: 0:Normal
[state 0] ;[.16a]
type=hitby
trigger1=!var(0) && var(12)>1 ;;<- Changable_Timer
value=sca,np,sp,hp
ignorehitpause=1
; CanGetHit_Type:: 1:CanGetHit
[state 0] ;[.16b]
type=hitby
trigger1=!var(0) && var(12)>1 ;;<- Changable_Timer
trigger1=var(37)=1 ;;CanGetHit
value=sca,na,sa,ha,np,sp,hp
ignorehitpause=1
; for_Reflection
[state 0] ;[.16e]
type=nothitby
trigger1=var(19)=1 ;;<- for_Reflection
value=sca
ignorehitpause=1
;---
[state 0] ;[.18a] ; Normal
type=hitoverride
trigger1=!var(0) && var(12)>1 ;;<- Changable_Timer
attr=sca,np,sp,hp
stateno=stateno
ignorehitpause=1
[state 0] ;[.18b] ; CanGetHit
type=hitoverride
trigger1=!var(0) && var(37)=1 && var(12)>1 ;;<- Changable_Timer
attr=sca,na,sa,ha,np,sp,hp
stateno=stateno
ignorehitpause=1

;---
;---; v11:hittype / v13:animtype=sca / v19:affectteam=e
[state 0] ;[.20a1]
type=hitdef
trigger1=!var(0) && var(11)!=20 && var(13)=0 && var(19)=0
attr=a,sp
affectteam=e ; -> f
id=var(2)
damage=var(8),var(9)
animtype=heavy
air.animtype=back
fall.animtype=back
ground.type=high
air.type=low
hitflag=mhaf ; mhafp ;; <- hit_all
guardflag=ma
hitsound=-1
guardsound=41,0
pausetime=var(7),var(7)+1
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
ground.slidetime=var(7)+12
ground.hittime=  var(7)+12
air.hittime=     var(7)+12
ground.velocity=   fvar(6)*ifelse(var(20),0.5,1), fvar(7)*var(20)
guard.velocity=    fvar(8)
air.velocity=      fvar(6)*0.5, fvar(7)
airguard.velocity= fvar(8)*0.5, fvar(9)
yaccel=0.5
fall=var(20)
air.fall=(var(10)%10>=2)
fall.recover=((var(10)/10)%10=0)
;op; fall.recovertime=18
air.juggle=(!var(3))*const(data.airjuggle)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
;op; envshake.time=0
;op; envshake.ampl=0
guard.ctrltime=0
guard.dist=32
fall.envshake.time=id
fall.envshake.ampl=0
palfx.time=  var(24)%1000
palfx.add=   ((var(21)/1000000)%1000-500),((var(21)/1000)%1000-500),(var(21)%1000-500)
palfx.mul=   ((var(22)/1000000)%1000-500),((var(22)/1000)%1000-500),(var(22)%1000-500)
palfx.sinadd=((var(23)/1000000)%1000-500),((var(23)/1000)%1000-500),(var(23)%1000-500),(var(24)/1000)%1000
palfx.color=0
palfx.invertall=1
;---; v11:hittype / v13:animtype=sca / v19:affectteam=f
[state 0] ;[.20a2]
type=hitdef
trigger1=!var(0) && var(11)!=20 && var(13)=0 && var(19)=1
attr=a,sp
affectteam=f ; -> e
id=var(2)
damage=var(8),var(9)
animtype=heavy
air.animtype=back
fall.animtype=back
ground.type=high
air.type=low
hitflag=mhaf ; mhafp ; <- hit_all
guardflag=ma
hitsound=-1
guardsound=41,0
pausetime=var(7),var(7)+1
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
ground.slidetime=var(7)+12
ground.hittime=  var(7)+12
air.hittime=     var(7)+12
ground.velocity=   fvar(6)*ifelse(var(20),0.5,1), fvar(7)*var(20)
guard.velocity=    fvar(8)
air.velocity=      fvar(6)*0.5, fvar(7)
airguard.velocity= fvar(8)*0.5, fvar(9)
yaccel=0.5
fall=var(20)
air.fall=(var(10)%10>=2)
fall.recover=((var(10)/10)%10=0)
air.juggle=(!var(3))*const(data.airjuggle)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
guard.ctrltime=0
guard.dist=32
fall.envshake.time=id
fall.envshake.ampl=0
palfx.time=  var(24)%1000
palfx.add=   ((var(21)/1000000)%1000-500),((var(21)/1000)%1000-500),(var(21)%1000-500)
palfx.mul=   ((var(22)/1000000)%1000-500),((var(22)/1000)%1000-500),(var(22)%1000-500)
palfx.sinadd=((var(23)/1000000)%1000-500),((var(23)/1000)%1000-500),(var(23)%1000-500),(var(24)/1000)%1000
palfx.color=0
palfx.invertall=1
;--- ---
;---; v11:hittype_c / v13:animtype / v19:affectteam=e
[state 0] ;[.20b1]
type=hitdef
trigger1=!var(0) && var(11)=20 && var(13)=0 && var(19)=0
attr=a,sp
affectteam=e
id=var(2)
damage=var(8),var(9)
animtype=heavy
air.animtype=back
fall.animtype=back
ground.type=high
air.type=low
hitflag=haf ; hafp ; <- not_hit_crouching
guardflag=ma
hitsound=-1
guardsound=41,0
pausetime=var(7),var(7)+1
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
ground.slidetime=var(7)+12
ground.hittime=  var(7)+12
air.hittime=     var(7)+12
ground.velocity=   fvar(6)*ifelse(var(20),0.5,1), fvar(7)*var(20)
guard.velocity=    fvar(8)
air.velocity=      fvar(6)*0.5, fvar(7)
airguard.velocity= fvar(8)*0.5, fvar(9)
yaccel=0.5
fall=var(20)
air.fall=(var(10)%10>=2)
fall.recover=((var(10)/10)%10=0)
air.juggle=(!var(3))*const(data.airjuggle)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
guard.ctrltime=0
guard.dist=32
fall.envshake.time=id
fall.envshake.ampl=0
palfx.time=  var(24)%1000
palfx.add=   ((var(21)/1000000)%1000-500),((var(21)/1000)%1000-500),(var(21)%1000-500)
palfx.mul=   ((var(22)/1000000)%1000-500),((var(22)/1000)%1000-500),(var(22)%1000-500)
palfx.sinadd=((var(23)/1000000)%1000-500),((var(23)/1000)%1000-500),(var(23)%1000-500),(var(24)/1000)%1000
palfx.color=0
palfx.invertall=1
;---; v11:hittype_c / v13:animtype / v19:affectteam=f
[state 0] ;[.20b2]
type=hitdef
trigger1=!var(0) && var(11)=20 && var(13)=0 && var(19)=1
attr=a,sp
affectteam=f
id=var(2)
damage=var(8),var(9)
animtype=heavy
air.animtype=back
fall.animtype=back
ground.type=high
air.type=low
hitflag=haf ; hafp ; <- not_hit_crouching
guardflag=ma
hitsound=-1
guardsound=41,0
pausetime=var(7),var(7)+1
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
ground.slidetime=var(7)+12
ground.hittime=  var(7)+12
air.hittime=     var(7)+12
ground.velocity=   fvar(6)*ifelse(var(20),0.5,1), fvar(7)*var(20)
guard.velocity=    fvar(8)
air.velocity=      fvar(6)*0.5, fvar(7)
airguard.velocity= fvar(8)*0.5, fvar(9)
yaccel=0.5
fall=var(20)
air.fall=(var(10)%10>=2)
fall.recover=((var(10)/10)%10=0)
air.juggle=(!var(3))*const(data.airjuggle)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
guard.ctrltime=0
guard.dist=32
fall.envshake.time=id
fall.envshake.ampl=0
palfx.time=  var(24)%1000
palfx.add=   ((var(21)/1000000)%1000-500),((var(21)/1000)%1000-500),(var(21)%1000-500)
palfx.mul=   ((var(22)/1000000)%1000-500),((var(22)/1000)%1000-500),(var(22)%1000-500)
palfx.sinadd=((var(23)/1000000)%1000-500),((var(23)/1000)%1000-500),(var(23)%1000-500),(var(24)/1000)%1000
palfx.color=0
palfx.invertall=1
;--- ---
;---; v11:hittype_sca / v13:animtype=diagup / v19:affectteam=e
[state 0] ;[.20c1]
type=hitdef
trigger1=!var(0) && var(11)!=20 && var(13)=5 && var(19)=0
attr=a,hp
affectteam=e
id=var(2)
damage=var(8),var(9)
animtype=heavy
air.animtype=back
fall.animtype=diagup
ground.type=high
air.type=low
hitflag=mhaf ; mhafp ; <- hit_all
guardflag=m
hitsound=-1
guardsound=41,0
pausetime=var(7),var(7)+1
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
ground.slidetime=var(7)+12
ground.hittime=  var(7)+12
air.hittime=     var(7)+12
ground.velocity=   fvar(6)*ifelse(var(20),0.5,1), fvar(7)*var(20)
guard.velocity=    fvar(8)
air.velocity=      fvar(6)*0.5, fvar(7)
airguard.velocity= fvar(8)*0.5, fvar(9)
yaccel=0.5
fall=var(20)
air.fall=(var(10)%10>=2)
fall.recover=((var(10)/10)%10=0)
air.juggle=(!var(3))*const(data.airjuggle)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
guard.ctrltime=0
guard.dist=32
fall.envshake.time=id
fall.envshake.ampl=0
palfx.time=  var(24)%1000
palfx.add=   ((var(21)/1000000)%1000-500),((var(21)/1000)%1000-500),(var(21)%1000-500)
palfx.mul=   ((var(22)/1000000)%1000-500),((var(22)/1000)%1000-500),(var(22)%1000-500)
palfx.sinadd=((var(23)/1000000)%1000-500),((var(23)/1000)%1000-500),(var(23)%1000-500),(var(24)/1000)%1000
palfx.color=0
palfx.invertall=1
;---; v11:hittype_sca / v13:animtype=diagup / v19:affectteam=f
[state 0] ;[.20c2]
type=hitdef
trigger1=!var(0) && var(11)!=20 && var(13)=5 && var(19)=1
attr=a,hp
affectteam=f
id=var(2)
damage=var(8),var(9)
animtype=heavy
air.animtype=back
fall.animtype=diagup
ground.type=high
air.type=low
hitflag=mhaf ; mhafp ; <- hit_all
guardflag=m
hitsound=-1
guardsound=41,0
pausetime=var(7),var(7)+1
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
ground.slidetime=var(7)+12
ground.hittime=  var(7)+12
air.hittime=     var(7)+12
ground.velocity=   fvar(6)*ifelse(var(20),0.5,1), fvar(7)*var(20)
guard.velocity=    fvar(8)
air.velocity=      fvar(6)*0.5, fvar(7)
airguard.velocity= fvar(8)*0.5, fvar(9)
yaccel=0.5
fall=var(20)
air.fall=(var(10)%10>=2)
fall.recover=((var(10)/10)%10=0)
air.juggle=(!var(3))*const(data.airjuggle)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
guard.ctrltime=0
guard.dist=32
fall.envshake.time=id
fall.envshake.ampl=0
palfx.time=  var(24)%1000
palfx.add=   ((var(21)/1000000)%1000-500),((var(21)/1000)%1000-500),(var(21)%1000-500)
palfx.mul=   ((var(22)/1000000)%1000-500),((var(22)/1000)%1000-500),(var(22)%1000-500)
palfx.sinadd=((var(23)/1000000)%1000-500),((var(23)/1000)%1000-500),(var(23)%1000-500),(var(24)/1000)%1000
palfx.color=0
palfx.invertall=1
;---
;---; v11:hittype_c / v13:animtype=diagup / v19:affectteam=e
[state 0] ;[.20d1]
type=hitdef
trigger1=!var(0) && var(11)=20 && var(13)=5 && var(19)=0
attr=a,hp
affectteam=e
id=var(2)
damage=var(8),var(9)
animtype=heavy
air.animtype=back
fall.animtype=diagup
ground.type=high
air.type=low
hitflag=haf ; hafp ; <- not_hit_crouching
guardflag=m
hitsound=-1
guardsound=41,0
pausetime=var(7),var(7)+1
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
ground.slidetime=var(7)+12
ground.hittime=  var(7)+12
air.hittime=     var(7)+12
ground.velocity=   fvar(6)*ifelse(var(20),0.5,1), fvar(7)*var(20)
guard.velocity=    fvar(8)
air.velocity=      fvar(6)*0.5, fvar(7)
airguard.velocity= fvar(8)*0.5, fvar(9)
yaccel=0.5
fall=var(20)
air.fall=(var(10)%10>=2)
fall.recover=((var(10)/10)%10=0)
air.juggle=(!var(3))*const(data.airjuggle)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
guard.ctrltime=0
guard.dist=32
fall.envshake.time=id
fall.envshake.ampl=0
palfx.time=  var(24)%1000
palfx.add=   ((var(21)/1000000)%1000-500),((var(21)/1000)%1000-500),(var(21)%1000-500)
palfx.mul=   ((var(22)/1000000)%1000-500),((var(22)/1000)%1000-500),(var(22)%1000-500)
palfx.sinadd=((var(23)/1000000)%1000-500),((var(23)/1000)%1000-500),(var(23)%1000-500),(var(24)/1000)%1000
palfx.color=0
palfx.invertall=1
;---; v11:hittype_c / v13:animtype=diagup / v19:affectteam=f
[state 0] ;[.20d2]
type=hitdef
trigger1=!var(0) && var(11)=20 && var(13)=5 && var(19)=1
attr=a,hp
affectteam=f
id=var(2)
damage=var(8),var(9)
animtype=heavy
air.animtype=back
fall.animtype=diagup
ground.type=high
air.type=low
hitflag=haf ; hafp ; <- not_hit_crouching
guardflag=m
hitsound=-1
guardsound=41,0
pausetime=var(7),var(7)+1
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
ground.slidetime=var(7)+12
ground.hittime=  var(7)+12
air.hittime=     var(7)+12
ground.velocity=   fvar(6)*ifelse(var(20),0.5,1), fvar(7)*var(20)
guard.velocity=    fvar(8)
air.velocity=      fvar(6)*0.5, fvar(7)
airguard.velocity= fvar(8)*0.5, fvar(9)
yaccel=0.5
fall=var(20)
air.fall=(var(10)%10>=2)
fall.recover=((var(10)/10)%10=0)
air.juggle=(!var(3))*const(data.airjuggle)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
guard.ctrltime=0
guard.dist=32
fall.envshake.time=id
fall.envshake.ampl=0
palfx.time=  var(24)%1000
palfx.add=   ((var(21)/1000000)%1000-500),((var(21)/1000)%1000-500),(var(21)%1000-500)
palfx.mul=   ((var(22)/1000000)%1000-500),((var(22)/1000)%1000-500),(var(22)%1000-500)
palfx.sinadd=((var(23)/1000000)%1000-500),((var(23)/1000)%1000-500),(var(23)%1000-500),(var(24)/1000)%1000
palfx.color=0
palfx.invertall=1
;--- ---
;---
;--- *Reflection ; *”½ŽË”»’è

; player id set
[state 0] ;[.22-0]
type=varset
trigger1=(movecontact) || (!time)
var(33)=id ;; <- set_to_self
persistent=0
[state 0] ;[.22-1]
type=varset
trigger1=(movecontact) && numtarget(var(2))
var(33)=target(var(2)),id
ignorehitpause=1

; check enemy type: reflection
[state 0] ;[.22-5]
type=varset
trigger1=var(33)>0 && playeridexist(var(33))
trigger1=(playerid(var(33)),ishelper)
trigger1=(playerid(var(33)),var(15)=10311) && (playerid(var(33)),var(16)=10212) && (playerid(var(33)),var(17)=10113) && (playerid(var(33)),var(18)=30636)
trigger1=var(30)>2 ;; <-counter
var(31)=1 ;;-> reset
ignorehitpause=1

; flag reset***
[state 0] ;[.22a]
type=varset
trigger1=var(31)
var(3)=0 ;;<-hit_count
ignorehitpause=1
[state 0] ;[.22b]
type=movehitreset
trigger1=var(31)
ignorehitpause=1

[state 0] ;[.23a]
type=statetypeset
trigger1=var(19)=1 && var(30)<9
movetype=i
ignorehitpause=1
[state 0] ;[.22b]
type=statetypeset
trigger1=var(19)=1 && var(30)>8
movetype=a
ignorehitpause=1
;---
;--- hit_sound
[state 0] ;[.23a]
type=playsnd
trigger1=(movehit=1) && numtarget && (hitpausetime>0) && (hitpausetime=[var(7)-1,var(7)])
trigger1=var(31)!=1 ;;<-not_a_reflection
value=f300,var(34)
channel=1
ignorehitpause=1

;--- hit_spark_dist_x
[state 0] ;[.23e] ;; Get_P2Dist_X
type=varset
trigger1=(movecontact=1)
trigger1=var(31)!=1 ;;<-not a reflection
trigger1=var(33)>0 && playeridexist(var(33)) || (fvar(4):=0) ;;<- init
fvar(4)=(playerid(var(33)),pos x-pos x)*facing ;;<- P2Dist_X
ignorehitpause=1
;--- hit_spark
[state 0] ;[.23g]
type=helper
trigger1=(movecontact=1) && (!movereversed) && numtarget && (hitpausetime>0) && (hitpausetime=[var(7)-1,var(7)])
trigger1=var(31)!=1 ;;<-not_a_reflection
id=152100
stateno=152100
helpertype=normal
ownpal=1
keyctrl=0
postype=p1
pos=floor(fvar(4))
size.height=ifelse(movehit,var(35),40+var(35)) ;; hit/guard_spark
ignorehitpause=1
facing=-1
;--- burn_spark
[state 0] ;[.23i]
type=helper
trigger1=(movehit=1) && (!movereversed) && numtarget(var(2)) && (hitpausetime>0) && (hitpausetime=[var(7)-1,var(7)])
trigger1=var(31)!=1 ;;<-not a reflection
trigger1=(var(11)=[10,12]) && (numhelper(152200)=0) && (root,numhelper(152200)=0) ;; fire switch & fire-helper existing
trigger1=var(33)>0 && playeridexist(var(33))
trigger1=(playerid(var(33)),var(15)!=10311)||(playerid(var(33)),var(16)!=10212)||(playerid(var(33)),var(17)!=10113)||(playerid(var(33)),var(18)!=30636)
id=152200
stateno=152200
helpertype=normal
ownpal=1
keyctrl=0
;;--- property reset
size.height=(var(33)*10)+(var(11)%10) ;; player_id * 10 + type(0:red/1:blue)
size.head.pos=(root,const(size.head.pos.x)),(root,const(size.head.pos.y)) ;; <-anim,hitanim
size.mid.pos= (root,const(size.mid.pos.x)), (root,const(size.mid.pos.y))  ;; <-speed_x,y(1/1000)
size.ground.front=root,const(size.ground.front) ;; <-max_hits/miss_time
size.ground.back= root,const(size.ground.back)  ;; <-damage hit/guard
size.air.front=   root,const(size.air.front)    ;; <-hit_x(1/1000)
size.air.back=    root,const(size.air.back)     ;; <-hit_y(1/1000)
size.shadowoffset=root,const(size.shadowoffset) ;; <-fall(10=recovery/1=ground/2=air/3=g&a)
;op; ownpal=1
size.xscale=1
size.yscale=1
;---
ignorehitpause=1
persistent=0 ;*@@@@@@@@
;--- getpower/givepower
[state 0] ;[.23k]
type=poweradd
trigger1=(movecontact=1) && numtarget && (hitpausetime>0) && (hitpausetime=[var(7)-1,var(7)])
trigger1=var(31)!=1 ;;<-not_a_reflection
value=ifelse(movehit,80,40) *(var(2)<3000)
ignorehitpause=1
;---
;--- moving
[state 0] ;[.24a]
type=velset
trigger1=1
;old; x=fvar(0)
;old; y=fvar(1)
x=fvar(0):=fvar(0)+fvar(10)
y=fvar(1):=fvar(1)+fvar(11)
[state 0] ;[.24b]
type=posfreeze
trigger1=movecontact && !var(31)
trigger2=numtarget(var(2)) && !var(31)
trigger2=target(var(2)),hitshakeover=0
trigger3=!time && var(30)>1
trigger4=var(0)
ignorehitpause=1

; count contacts ; ÚG”‰ÁŽZ
[state 0] ;[.24e]
type=varadd
trigger1=!time && var(30)>1
trigger2=(movecontact=1) && !var(31)
trigger3=var(12)>1 && (root,numprojid(var(1))=0) && (root,projcanceltime(var(1))=1) && var(19)=0 ;;|| (var(19)=1 && var(30)>9)
var(3)=1 ; <- hitcount ; –½’†”‰ÁŽZ
ignorehitpause=1

; check-out ; Á–Å”»’è
[state 0] ;[.24i]
type=varset
trigger1=var(3)>=var(6) ;;<- hit_times ;–½’†”
trigger2=fvar(1)>0 && (pos y+vel y>=0) ;;<- on_ground ;’n–ʐڐG
trigger3=var(12)>var(4) ;;<- time_elapsed ;”­ŽËŒãŽžŠÔŒo‰ß(ƒJƒEƒ“ƒgƒ_ƒEƒ“)
trigger4=time>3456 ;;<- for_safety
var(0)=1 ;;<-contact_switch ;ÚGÁ–ŃXƒCƒbƒ`
ignorehitpause=1
[state 0] ;[.24j]
type=varset
trigger1=var(12)>var(4) ;;<- time_elapsed ;”­ŽËŒãŽžŠÔŒo‰ß(ƒJƒEƒ“ƒgƒ_ƒEƒ“)
trigger1=var(14)>=5 ;;<-options
trigger2=frontedgedist<=-128 ;;<- out_screen ;‰æ–ÊŠO
var(0)=2 ;;<- non-contact ;–³ÚGÁ–ŃXƒCƒbƒ`
ignorehitpause=1
;---
; temp_proj_for_contact ; ƒvƒƒWƒFÚG”»’è—pƒ_ƒ~[
[state 0] ;[.24n]
type=projectile
trigger1=!var(0) && var(19)=0 ;;<-for_enemy
projid=var(1)
affectteam=e
projanim=909601 ;; empty
projscale=0,0
sparkno=-1
projhitanim=-1
projedgebound=600
projstagebound=600
getpower=0,0
givepower=0,0
projremovetime=1
ignorehitpause=1
[state 0] ;[.24m]
type=projectile
trigger1=!var(0) && var(19)=1 ;;<-for_self
projid=var(1)
affectteam=f
projanim=909601 ;; empty
projscale=0,0
sparkno=-1
projhitanim=-1
projedgebound=600
projstagebound=600
getpower=0,0
givepower=0,0
projremovetime=1
ignorehitpause=1
;---
[state 0] ;[.24o]
type=movehitreset
trigger1=1
ignorehitpause=1
;---
;--- temp proj for screen-in ; oŒ»”»’è—pƒ_ƒ~[
[state 0] ;[.24p]
type=projectile
trigger1=var(19)=0 ;;<-for_enemy
projid=stateno
projanim=909601 ;; empty
projscale=0,0
sparkno=-1
projhitanim=-1
projremovetime=1
ignorehitpause=1

;--- --- temy_proj_for_distance_check ; ‹——£Œv—pƒ_ƒ~[
; give opponent informatimes to_against_proj
; ”ò‚Ñ“¹‹ï‘Ώˆ(‘ŠŽè)
; ID action
; 010 guard
; 020 guard/roll/jump
; 030 roll/jump
; 040 jump
; 050 jump_fwd
[state 0] ;st.220-1
type=varset
trigger1=numenemy
var(40)=floor((enemynear,screenpos x-screenpos x)*facing/ifelse(fvar(0),fvar(0),0.0001))
;//;v(40):‘ŠŽè‚ɐڐG‚܂ł̃tƒŒ[ƒ€”ƒJƒEƒ“ƒgƒ_ƒEƒ“(ŠTŽZ)
[state 0] ;[.25a]
type=varset
trigger1=1
var(41)=(1+(var(40)>17)+(var(40)>26)+(var(40)>36)+(var(40)>188))*10
[state 0] ;[.25b]
type=projectile
trigger1=var(40)>0 && var(19)=0 ;;<-for_enemy
projid=stateno+var(41)
projanim=909601 ;; empty
projscale=0,0
sparkno=-1
projhitanim=-1
projremovetime=1
ignorehitpause=1
;--- ---
;;[state 0] ; target_distance
;; type=displaytoclipboard
;; trigger1=numenemy
;; text="V=[%d] VD=[%d] x=[%d] target_x=[%d]"; D=[%d]"
;; params=var(41),var(40),floor(screenpos x),floor(enemynear,screenpos x);,floor(enemynear,screenpos x-screenpos x)*facing
;--- ---
;---
[state 0] ;[.25d] ; hit_end
type=helper
trigger1=var(0)=1
stateno=91100
postype=p1
pos=0,0
ownpal=1
size.head.pos=const(size.head.pos.y),0 ;;<- anim,
size.height= ( var(31) || (var(0)=1 && var(3)>=var(6)) ) ;;<-effect_type
;;--- v30:reflection_swotch  /  v0:contact_switch  /  v3,6: max_hit_times
ignorehitpause=1
persistent=0
;---
[state 0] ;[.25e] ;; ground_wave
type=helper
trigger1=var(0)=1 && (pos y+vel y>0)
id=159005
stateno=159005
ownpal=1
pos=0,floor(-pos y)
size.height=0
size.ground.front=(root,const(size.ground.front))
size.ground.back= (root,const(size.ground.back))
persistent=0
[state 0] ;[.25g] ;; dash_dust - hit_on_ground
type=helper
trigger1=var(0)=1 && (pos y+vel y>0)
id=152040
stateno=152040
ownpal=1
pos=floor(-18*const(size.xscale)),floor(-pos y)
size.xscale=0.5*const(size.xscale)
size.yscale=0.5*const(size.yscale)
size.ground.front=(root,const(size.ground.front))
size.ground.back= (root,const(size.ground.back))
persistent=0
[state 0] ;[.25i] ;; dash_dust - hit_on_ground
type=helper
trigger1=var(0)=1 && (pos y+vel y>0)
id=152040
stateno=152040
ownpal=1
pos=floor(18*const(size.xscale)),floor(-pos y)
size.xscale=-0.5*const(size.xscale)
size.yscale= 0.5*const(size.yscale)
size.ground.front=(root,const(size.ground.front))
size.ground.back= (root,const(size.ground.back))
persistent=0
;---
;---
[state 0] ;[.25k]
type=removeexplod
trigger1=var(0)
id=1
ignorehitpause=1
[state 0] ;[.25m]
type=removeexplod
trigger1=var(0)
id=2
ignorehitpause=1
[state 0] ;[.25n]
type=destroyself
trigger1=var(0)
ignorehitpause=1
;---
;--- eject_effect ; ŽËo‰‰o
[state 0] ;[.25o]
type=explod
trigger1=!var(32) && (root,pos y>-18) && !root,numprojid(91005)
anim=f210560
postype=p1
pos=floor(root,pos x-pos x)*facing,floor(-pos y)
scale=-ifelse(ishelper(3000),1.5,1),ifelse(ishelper(3000),2.2,1.5)
sprpriority=-8
ownpal=1
trans=sub
persistent=0
[state 0] ;[.25p]
type=explod
trigger1=!var(32) && (root,pos y>-18) && !root,numprojid(91005)
anim=f210560
postype=p1
pos=floor(root,pos x-pos x)*facing,floor(-pos y)
scale=-ifelse(ishelper(3000),1.5,1),ifelse(ishelper(3000),2.2,1.5)
sprpriority=5
ownpal=1
persistent=0
;---
[state 0] ;[.25q] ;; dash_dust - eject
type=helper
trigger1=!var(32) && (vel y<=0) && (pos y>-100) && !root,numprojid(91005)
id=152040
stateno=152040
ownpal=1
pos=floor(-52*root,const(size.xscale)),floor(-pos y)
size.xscale=ifelse(ishelper(3000),1.10,0.75)
size.yscale=ifelse(ishelper(3000),1.10,0.75)
size.ground.front=(root,const(size.ground.front))
size.ground.back= (root,const(size.ground.back))
persistent=0
[state 0] ;[.25r] ;; dash_dust - ejject
type=helper
trigger1=!var(32) && (vel y<=0) && (pos y>-100) && !root,numprojid(91005)
id=152040
stateno=152040
ownpal=1
pos=floor(-12*root,const(size.xscale)),floor(-pos y)
size.xscale=-ifelse(ishelper(3000),0.65,0.45)
size.yscale= ifelse(ishelper(3000),0.65,0.45)
size.ground.front=(root,const(size.ground.front))
size.ground.back= (root,const(size.ground.back))
persistent=0
[state 0] ;[.25s] ;; eject_flag
type=projectile
trigger1=!var(32) ;;<-only_once
projid=91005
projanim=909601 ;; empty
projscale=0,0
sparkno=-1
projhitanim=-1
projremovetime=32;; <- within_32_frames
;---
;--- counter
[state 0] ;[.26]
type=varadd
trigger1=1
var(32)=1
ignorehitpause=1
;--- ---
;--- ---

this is a projectile and reflection system it uses size values of helper to set up anim vels,damage etc
it can be used in two ways,
as an regular projectile
;---
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Can any expert tell me how does this code work properly? I cant seem to understand how size values of helper work its probably doing some math to these values to get the actual value.
Note this is for fullgame hence I'm not using vans reflector

    

Re: BurningSoul's Projects Thread

 August 28, 2023, 03:30:14 pm View in topic context
 Posted by BurningSoul  in BurningSoul's Projects Thread (Started by BurningSoul February 21, 2021, 01:37:33 pm
 Board: Projects

https://streamable.com/7xaqfv
Iron Fist
Planning on going Custom with moveset,Infinite based
The base char the sff I'm using from is from MvcX,Credits to the SpiderYouth the goat
also anyone wanna help with seperating and hiresing the fire fx
    

Re: How can I make a Buff System??????

 August 27, 2023, 09:30:36 pm View in topic context
 Posted by BurningSoul  in How can I make a Buff System?????? (Started by Rabano August 27, 2023, 08:50:35 pm
 Board: M.U.G.E.N Development Help

you can just code a power up move that costs power that activates a var,and you can set two hit shoryu to be used when that var is active
you can put a reset to 0 in -2 when prevstateno was the 2 hit shoryu or if it hit.
    

Re: Tag Code issues

 August 19, 2023, 10:52:08 pm View in topic context
 Posted by BurningSoul  in Tag Code issues (Started by BurningSoul August 14, 2023, 07:37:36 pm
 Board: M.U.G.E.N Development Help


okey so here's all the code and the debug video
Debug video


Spoiler, click to toggle visibilty

    

Re: Tag Code issues

 August 19, 2023, 06:25:37 pm View in topic context
 Posted by BurningSoul  in Tag Code issues (Started by BurningSoul August 14, 2023, 07:37:36 pm
 Board: M.U.G.E.N Development Help

Code:
[State -1, (TAG) TEAM AERIAL COMBO]
type = ChangeState
triggerall = roundstate = 2
triggerall = sysvar(3) = 1
triggerall = playeridexist(sysvar(4)) ;Partner exists
triggerall = playerid(sysvar(4)), sysvar(3) = 1 
;triggerall = playerid(sysvar(4)), life > 0
triggerall = playerid(sysvar(4)), StateNo = 1251114
trigger1 = command = "palit" ;&& (command = "holdup")
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [600,699])
value = 1251134
cmd code

In the standby state 1251114
Code:
[State 7000, Team Aerial Combo Tag In]
type =ChangeState
triggerall = roundstate = 2
triggerall = playeridexist(sysvar(4)) ;Partner exists
trigger1 = playerid(sysvar(4)), sysvar(3) = 22
value  = 1251136


Tag In Codes
;-------------------------------------------------------------------------------
;TAG OUT - TAC (modify this as much as possible)
;-------------------------------------------------------------------------------
Code:
[Statedef 1251134]
type = U
movetype = A
physics = N
ctrl = 0
 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 640 ;<- Default animation, change if necessary

 
[State 0, SuperPause]
type = SuperPause
trigger1 = !Time
time = 24
sound = S2999,0 ;<- Add sound of your choice
anim = -1
sound = -1
 
[State a];“_??
type = palfx
trigger1 = time = 0
time = 5
add = (175 - Time), (125 - Time), (125 - Time)
mul = 245, 245, (125 + Time)
color = 1
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = const(movement.yaccel)

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 0
var(1) = 1

;-------------------------------------------------------------------------------
[State 0, LP/LK HitDef]
type = HitDef
trigger1 = !movecontact
trigger1 = !movereversed
attr = A,NA     
hitflag = MAFD
guardflag = MA
animtype = Med 
priority = 4,Hit
damage = 30,0
pausetime = 12,12
sparkxy                 = -10, -80
hitsound                = 5,2
guardsound              = 6,0
ground.type = High
air.type = Low
ground.hittime = 21
ground.velocity = 0,-16
ground.slidetime = 8
air.hittime = 40
air.velocity = 0,-8
airguard.velocity = -4,0
down.velocity = -4,-6.875
ground.cornerpush.veloff = 0
forcenofall = 1
fall.xvelocity = 0
fall.yvelocity = 0
yaccel = .6875
ID = 5055
;
 

[State 0, TAC DETECT Explod]
type = varset
triggerall = movehit && time > 0
;trigger1 = numtarget(5054) ;Wall Bounce Target ID
;trigger1 = target(5054), stateno = 5054
;trigger2 = numtarget(5106) ;Ground Bounce Target ID
;trigger2 = target(5106), stateno = 5105
trigger1 = numtarget(5055) ;Hit up target ID
trigger1 = target(5055), hitshakeover
sysvar(3) = 22
 
[State 0, PlayerPush]
type = PlayerPush
trigger1 = sysvar(3) = 22
value = 0
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = sysvar(3) != 22
trigger1 = movehit
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = sysvar(3) = 22
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = movehit
trigger1 = sysvar(3) != 22
value = SCA
time = 3
ignorehitpause = 1

[State 0, PosFreeze]
type = PosFreeze
triggerall = movehit
triggerall = sysvar(3) != 22
trigger1 = numtarget
trigger1 = movehit < 32 ;Freeze for 32 frames
value = 1
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !AnimTime && Anim != 41
movetype = I

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !AnimTime && Anim != 41
value = 41

[State 0, ChangeState]
type = ChangeState
trigger1 =sysvar(3) =22
value = 1251118
ctrl = 0

[State 4510, end state]
type = ChangeState
trigger1 = pos y >= floor(-vel y) && vel y > 0
value = 52
ctrl = 0
;
Code:
;TAG OUT (JUMP AWAY)
;-------------------------------------------------------------------------------
[Statedef 1251118]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
;
[State 0, Tag Out VarSet]
type = VarSet
trigger1 = 1
sysvar(3) =  22;ifelse(sysvar(3) = 22, sysvar(3), 1)
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time > 0
trigger1 = Anim != 43
value = 43

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = (Anim = [41,59]) && Time = 1
trigger2 = pos y >= floor(-vel y) && vel y > 0
x = -12 - abs(backedgedist / 32)
y = -8

[State 0, VelAdd]
type = VelAdd
trigger1 = (Anim = [41,59]) && Time > 0
y = .375

[State 0, ChangeState]
type = ChangeState
trigger1 = backedgebodydist <= -64 || frontedgebodydist <= -64
value = 1251113 ;Secondary Standby

    

Re: Tag Code issues

 August 19, 2023, 06:23:18 pm View in topic context
 Posted by BurningSoul  in Tag Code issues (Started by BurningSoul August 14, 2023, 07:37:36 pm
 Board: M.U.G.E.N Development Help

okey so after displaytoclipboard and changing sysvar(3) = 19 into 22 and a lot changes https://streamable.com/xd4anq it works
but it doesnt let me do it after a certain time,you can only do it a couple of times before you arent allowed again.Posting the code below
    

Re: P.o.t.s. histparks issue with UNO Tag almost solved

 August 19, 2023, 02:15:06 am View in topic context
 Posted by BurningSoul  in P.o.t.s. histparks issue with UNO Tag almost solved (Started by adrianrll2 August 05, 2023, 01:44:53 am
 Board: M.U.G.E.N Discussion

x = (partner, pos x) - (400*(facing)) 
sth like this or
x= -400*facing might work?
    

Re: SVCSomethingScreenpackKof200MiniPortraits

 August 17, 2023, 01:22:45 am View in topic context
 Posted by BurningSoul  in SVCSomethingScreenpackKof200MiniPortraits (Started by BurningSoul July 29, 2023, 04:45:31 pm
 Board: IKEMEN Releases

    

Re: SVCSomethingScreenpackKof200MiniPortraits

 August 16, 2023, 10:23:20 pm View in topic context
 Posted by BurningSoul  in SVCSomethingScreenpackKof200MiniPortraits (Started by BurningSoul July 29, 2023, 04:45:31 pm
 Board: IKEMEN Releases

480p or 1280x960