The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Topic started by: fles on June 11, 2019, 10:21:02 am

Title: Status that prevents opponent from attacking?
Post by: fles on June 11, 2019, 10:21:02 am
Hello. Is there a way to inflict a "status condition" on the opponent that prevents them from using their attacks? They should still be able to walk, jump, block and so on the same way they normally do, but not attack. If there is a character that already does this, I cannot think of it.
Title: Re: Status that prevents opponent from attacking?
Post by: XGargoyle on June 11, 2019, 11:02:24 am
only in full games or if both characters share at least some code
Title: Re: Status that prevents opponent from attacking?
Post by: Nep Heart on June 11, 2019, 01:26:21 pm
Unconventional and tricky way to achieve it as it requires a bug, but this can be done via reversaldef exploit. If you're aware of how the reversaldef glitch can be used to achieve the poison effect, you can use this very same method to force P2 to immediately selfstate anytime they attempt to go into states 20 (walking state), 40 (jumping state) and 120 to 155 (guard states).
Title: Re: Status that prevents opponent from attacking?
Post by: altoiddealer on June 11, 2019, 01:52:18 pm
I did something in the realm of this with my character... his lvl 3 Ultra has a very detailed cutscene.  So as to prevent bugs and such in Simul mode, a fullscreen invisible "crowd control" helper gets spawned when the Ultra captures the enemy.  It targets all players, checks whether they are in the air or standing, and puts them into a custom state that disables their controls and makes them stand throughout the move.

So you could have a similar kind of full-screen helper that will "hit" any enemy that is in an Attack type state.  You could have conditions checking if they are in the air, standing, etc, and immediately SelfState them to the appropriate state.  So it would interrupt their attacks.
Title: Re: Status that prevents opponent from attacking?
Post by: Cyanide on June 12, 2019, 11:23:52 am
I don't know how it will behave with blocking. But just putting them into a custom state and using changestate at the end of it rather than selfstate achieves most of that. Blocking might let them out.

Being hit again does. But you're hitting them so you can send them to a custom state again anywhay and restart the status lock.
Title: Re: Status that prevents opponent from attacking?
Post by: Bannana on June 17, 2019, 03:10:19 am
Couldn't you just place an assetspecial in the custom states you lock them in to avoid the guard though?

Something like this:
Code:
[state no guard]
type = assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

Though, thinking about it, if you go that far you might as well make a second common to send them to.
Title: Re: Status that prevents opponent from attacking?
Post by: Cyanide on June 17, 2019, 12:23:11 pm
No locking required. If you changestate them after a custom state they can only do hardcoded stuff. Its why the out is always a selfstate. I suppose you could mod your own common1 to do the assertspecial if name != yourchar. But it wouldn't work in a mirror match.
Title: Re: Status that prevents opponent from attacking?
Post by: Kolossoni on June 17, 2019, 01:07:42 pm
An old Maki (sister of Chizuru from KOF) had a similar code that forced all stateno above 1000 change states to basic ones.
It wasn't perfect but I think that's a way you could do it.
Use a helper to stick on to a target, and make it forcefully change state once it goes over 1000 or smth.
Title: Re: Status that prevents opponent from attacking?
Post by: Mimikyutest77 on June 30, 2019, 03:10:16 am
What if you attached a hitbox to the enemy character somehow, and it was always dealing damage but it can only hurt foes who try to Attack?
Title: Re: Status that prevents opponent from attacking?
Post by: altoiddealer on June 30, 2019, 05:54:06 am
Fullscreen invisible helper.
*thumbsup*