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some questions

 August 04, 2012, 06:31:25 pm View in topic context
 Posted by sgn15  in some questions (Started by sgn15 August 04, 2012, 06:31:25 pm
 Board: M.U.G.E.N Development Help

1. can anyone give me some starting tips on the concepts or logic used in coding clash system? the system where 2 chars clash and 1 of them wins. i just need some starting ideas, then i will try to make it myself

2. i don't know how it is officially called, bosses, bonus games or whatever, but those chars that you cannot play as........ so if i want to code those, i just code it normally then later remove the player commands and it basically only has AI commands? or how should i code a char like that?

3. how do I set a var for the 2nd and succeeding rounds based from its value from 1st match? can i do this for multiple vars of same char?

4. i have a question about elecbyte sprite standards but i forgot the exact question. i will get back to this later when i remember it.

     Posted: August 06, 2012, 06:17:34 pm
i'm sorry for posting again here consecutively. is there anyone can give some answers?
    

Re: custom guard state

 July 14, 2012, 07:54:38 pm View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

ugh, after countless editing of codes, now it gets worse than before. can i send you the char in pm but tell me the things i need to fix? there are just too many stuff I might have jumbled over and over to the point that it is not not guarding while in a transformed stand mode and gets stuck in guard while in transformed flying guard
    

Re: custom guard state

 July 14, 2012, 09:54:41 am View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

Quote
If there is fall=1 on a hitdef, then your character will be "failling" until a Hitfallset is executed to indicate that the fall is over. Until that hitfallset, hitdefs without F in their hitflag will miss.
i checked the hitdef of unguardable attack. I don't have a hitflag. confirming it from docs,
mugen docs said:
If omitted, this defaults to "MAF".
so that means i have F in my hitflag

update:
Quote
the problems are these:
- in normal/base mode, my char already uses the animation of the transformed guard pose (instead of normal guard anim poses) and goes to transformed stance (state 1000) after guarding. it is also not hittable even by assertspecial unguardable. (guard anim has blue clsn)
- in transform mode, also not hittable by assertspecial unguardable attacks.
i have fixed the problem in bold. now i just need to fix the unhittable part, just partially.

more details:
so when i am transformed, i guard the attack, if I get hit while guarding, i take damage, but during damage state, i cannot take a damage again.

i have a moving (velset) tornado helper attack like this:


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = unguardable

[State 0, HitDef]
type = HitDef
trigger1 = timemod = 5,0
attr = S, NA
animtype  = Light
damage    = 20
guardflag = NA
priority = 2, Hit
pausetime = 0,2
sparkno = -1
sparkxy = -10,65
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5,-5
air.velocity = -5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1

that damage the enemy around 200-300 normally, but it only damages the char by 20 if the char is in transformed guard.

so the issue is the hitoverride of 1130 that goes to 1130 also. my anim 1130 has blue clsn already
i know there is no error so far for it, but i am really not digging this idea of sending a char already in state to the same state when hit.

again this is my state 1130 as of now
Spoiler, click to toggle visibilty


Quote
You should set the variable when you transform, only once, and not based on state numbers all the time. There might be a state in the wrong state number range you don't expect or something like that. Oh, and -2 means it activates when being hit by custom stated attacks in those state number ranges, too.
ok i removed all 3 varsets in state -2

btw you did not reply to the helper life (hitoverride state varadd gethitvar damage method) I mentioned. was it correct ?

edit:
this changestate is the issue why I go back to state 50 after using guard in transformed form. idk why actually. i think i need to change the triggers

[State 0, ChangeState]
type = ChangeState
triggerall = var(15) = 1
trigger1 = p2movetype != A
trigger1 = Movetype != A
trigger1 = !inguarddist
trigger1 = command != "holdback"
value = 1000
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

edit2:
I am really thinking this guard thingy is a bad idea. now when i am hit sometimes while transformed, i also go back to normal form. i can't figure out the specific situation when his happens.
    

Re: custom guard state

 July 14, 2012, 01:15:39 am View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

Quote
I usually ignore life in case of helpers, and use a variable to count damage if it matters.
i meant varadd then value = -gethitvar(damage) for helper, not lifeadd sorry about that
do i also need to use movetype = I for helper damage states? I have coded it this way for another char, not sure how it exactly calculates the damage

Quote
That sounds like you set your transformation variable when you aren't supposed to.
i have these varset in my state -2

var(15) = 0 - human mode (states 0 - 999)
var(15) = 1 - semi bird mode (states 1000 - 1999)
var(15) = 2 - full bird mode (states 3000 and above)

[State 0, VarSet]
type = VarSet
trigger1 = var(15) != 0
trigger1 =  stateno != [1000,1999]
trigger1 =  stateno != [3000,3999]
trigger1 =  stateno != [120,159]
trigger1 =  stateno != [200,650]
v = 15
value = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = var(15) != 1
trigger1 =  stateno = [1000,1999]
v = 15
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = var(15) != 2
trigger1 =  stateno = [3000,3999]
v = 15
value = 2
;ignorehitpause =
;persistent =

anything wrong?

Quote
-Either a Nothitby controller at the wrong place or with too long duration
-Or the character's fall flag is set and you are using an attack that doesn't hit falling characters (you need to reset the fall flag if you use hitoverride, in the hit state)
-Or the attack you try to use is custom stated (those miss completely if there is a hitoverride, this is a known engine bug for hitdefs with P2stateno.)
it is a simple physical attack with simple hitdef, just added trigger = 1 unguardable

can you elaborate more about the fall flag? I am sure I did not changed/configured anything regarding any kind of hit flag or the like for this char in general.
    

Re: custom guard state

 July 13, 2012, 10:08:10 am View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

Quote
No, you use Movetype=H, and don't use the Lifeadd because H type already includes taking the damage. This holds true as long as the character remains in that state for the tick it has taken damage.
oh, i forgot that the hitoverride is for the player. so just for example a helper has a hitoverride, it should have both movetype = H and negative lifeadd?

Quote
No. Your state 1130 will be processed only once/tick even if you get hit many times. Hitoverride will only make you go to that state instead of the standard one, it won't cause the state to be processed out of normal processing order.
ok.

Spoiler, click to toggle visibilty

my anim 1130 is 15 ticks. i never changed it since long ago.

so without the lifeadd, yeah the char still takes damage but uses the custom damage state (1130) and custom damage anim (1130)

the problem still exists

Quote
From what you posted, I see no problem. Maybe the problem was in state 1131, or maybe your anim 1130 doesn't exist or has a length of 0.
...I thought the original problem was getting hit but not going to state 1130?

the problems are these:
- in normal/base mode, my char already uses the animation of the transformed guard pose (instead of normal guard anim poses) and goes to transformed stance (state 1000) after guarding. it is also not hittable even by assertspecial unguardable. (guard anim has blue clsn)
- in transform mode, also not hittable by assertspecial unguardable attacks.
-it goes to transformed stance (state 1000) after guarding (this is not a problem)
    

Re: custom guard state

 July 13, 2012, 08:22:22 am View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

sorry for late reply again. I have been too busy that there are times when I don't even open FF for 2 days lol

thanks for being patient with helping me

Quote
This will make the character take the damage twice. Movetype=H already means the character will take the damage that caused this state change at the end of the tick.
i did not know that. I used movetype = H even if it is a custom state because I thought its concept being a custom hit state means I should use H instead of I.

so I need to use movetype = I?

Quote
umm, why? Can't you make it stateno=1130? Do you really need a different hit state for taking a hit right after another?
won't it result in infinite loop if i keep getting hit consecutively ? I have never tried to make a state go to itself (even using other means)

and just asking, so is my custom hit states the reason why the guard state goes to transformed mode after guarding? or do i need to add a changestate for normal form (var(15) = 0 trigger)? because that is the original problem at the moment
    

Re: custom guard state

 July 11, 2012, 10:25:47 am View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty

1131 is another hitstate
1000  is  transformed stance
    

Re: custom guard state

 July 11, 2012, 09:24:07 am View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

ok i did that and undid what i did (wrong changestate edited previously)


in state 140

[State 0, ChangeState]
type = ChangeState
triggerall = var(15) = 1
trigger1 = p2movetype != A
value = 1000
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

after testing the char several times,  i noticed something, my char (even if in normal mode) automatically go to transformed guard mode (anim) and is not hittable in guard mode even if i use attacks with assertspecial unguardable. it does not go to the state 1130, the hitspark of enemy also shows, so it definitely hits
    

varadd only activating once

 July 09, 2012, 05:45:10 pm View in topic context
 Posted by sgn15  in varadd only activating once (Started by sgn15 July 09, 2012, 05:45:10 pm
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty

this is a move where the char flies to the screen in different velocities repeatedly. I would like to adjust how many times he repeats the flying by using a varadd.

problem is, the varadd only activates once, so the changestate about variable being 3 or less than 3 really does not work.

3000 is stance of new transform mode.

the weird thing is, I just coded a super that is EXACTLY the same concept, but for normal mode of the char. I am thinking that this super being done while transformed has something to do with the source of the problem why it is not working?

for the similar super in normal form, I did not even use persistent parameter at all. I have tried adjusting the persistent parameter in this transformed mode, but varadd still only activates only once (confirmed thru displaytoclipboard), so the char is stuck in 3223 forever

I already check the var being possibly used somewhere else. It is not being used elsewhere.

I can post the codes of the working super that is exactly like this, but only difference are var used, states and anims, etc.

pls help. thanks
    

Re: custom guard state

 July 09, 2012, 03:00:28 pm View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

yeah it works now. but it goes back to fall state (50) after guarding. so i have to make another set of changestates as well? i looked at the states and they have multiple changestates per state. some to 52, some goes back to 130,etc....

in which states should i make another set of changestates and in which states are it not necessary?

EDIT:

I made another set of changestates for the changestates to goes to state 52 (in states 155 and 132, i might have overlooked others)

[State 155, 7]
type = ChangeState
triggerall = var(15) != 1
trigger1 = sysvar(0)
value = 52

[State 155, 7]
type = ChangeState
triggerall = var(15) = 1
trigger1 = sysvar(0)
value = 1000

so far, they still go to state 50 when i am transformed while guarding

1000 is my stance for semi bird form
    

Re: custom guard state

 July 09, 2012, 08:22:01 am View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

actually the helper method is meant to take the attack, and instead i am fine with not "receiving" the guard parameters of the hitdef that I "guard" thru "helper getting hit instead of me"

anyway, I scrapped that idea and went back to the original guard states.

I did not changed the content of the guard states but I added these on top of the original content. the physics and anim does not work still.

my char has a semi-bird transformation
1120 - guard in air
1620 - guard in ground
var(15) = 1 is var for transformation
1130 - custom damage state for my semi-bird form

I put this in state -3 or -2, both have the same result
; fly guard
[State 0, ChangeState]
type = ChangeState
Triggerall = var(15) = 1
trigger1 = p2movetype = A
trigger1 = Movetype != A
trigger1 = inguarddist
trigger1 = command = "holdback"
value = 120
ctrl = 1

I put this in all guard states
Spoiler, click to toggle visibilty

so what should i fix?

EDIT:
the anim shown is from the normal mode then it goes to show new form guard anim, then when in air, physics is air then goes to ground.
    

some questions

 July 07, 2012, 06:19:27 pm View in topic context
 Posted by sgn15  in some questions (Started by sgn15 July 07, 2012, 06:19:27 pm
 Board: M.U.G.E.N Development Help


;---------------------------------------------------------------------------
; heal
[State -1]
type = ChangeState
value = 510
triggerall = power >= 1000
triggerall = life <= 700
triggerall = var(15) = 0
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "a+b"
trigger1 = command != "holddown"

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = ctrl
triggerall = statetype = S
trigger1 = command = "a"
trigger1 = command != "holddown"

when i have power and low life, when i press a alone, it goes to 510. when i press a+b, it also goes to 510. I only intended a+b for 510 and a for 200. any ideas why it is happening?

and for next problem, I have a super where the char flies off in different directions (both horizontal and diagonal) across the screen several times. what is a good idea to make p2 while being hit, stay in the air and middle of screen for the whole duration of super (of course when hit only) ?

i tried something like this
ground.velocity = (ifelse(enemy, facing = 1, 5,-5)),-10
air.velocity = (ifelse(enemy, facing = 1, 5,-5)),-7

but i just can't make the attack smooth enough for it to work every single time.

any tips? i don't want to use custom state for this, just saying.
    

Re: custom guard state

 July 07, 2012, 06:11:35 pm View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

sorry for late reply, was busy with a few things. anyway, i never really understood the gist of a reversaldef from mugen docs' explanation, can someone explain to me?

for standard guard states, my problem is that i have flying modes, i want the guard to stay in air, not go back down to ground.

I thought of an idea, but I have not tried it yet. Can I use an invisible hittable helper (in front of p1) to receive the attack and therefore, p1 is "guarding" against the attack ?
    

Re: custom guard state

 July 03, 2012, 08:55:52 am View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

so if i made a custom guard state, there is no way to make it any less hittable  than other states? assuming all have blue clsn boxes?
    

custom guard state

 July 03, 2012, 08:24:34 am View in topic context
 Posted by sgn15  in custom guard state (Started by sgn15 July 03, 2012, 08:24:34 am
 Board: M.U.G.E.N Development Help

so i have a char with a "transformation", but it is not really a standard one, so i did not involve the common1.cns in transformation. instead, i made new states for new form's stance, walk, jump, 1 damage state, plus attack states.

i would like to make a custom guard state. I would like to make the guard state work like standard guard state. I looked at common1.cns guard states and i found no special codes there that make it work like how it works. i coded so far the changestate to go to guard state (conditions are: when enemy is near and attacking, i am holding back, and in guard distance), those are how a char goes into guard state, right?

problem is, the guard state is just as hittable as any of its other states. so what makes a guard state work any different than other states and work like how a real guard works?
    

triggering even if p2 is distant from p1

 July 02, 2012, 09:29:08 am View in topic context
 Posted by sgn15  in triggering even if p2 is distant from p1 (Started by sgn15 July 02, 2012, 09:29:08 am
 Board: M.U.G.E.N Development Help

[statedef -2]

; auto counter
[State 0, HitOverride]
type = HitOverride
triggerall = var(15) = 0 ;---> this is just for a mode
trigger1 = inguarddist
trigger1 = abs(p2bodydist x) < 5
trigger1 = abs(p2bodydist y) < 5
trigger1 = command = "holdback"
trigger1 = command = "a"
trigger1 = movetype = H
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 500
time = -1
forceair = 0
;ignorehitpause =
;persistent =

so problem is, it is triggering even if p2 is distant from p1. why ? also, for helper attacks (proj coded as helpers) hitting p1, it also works.

i want the counter only to be made when p2 is beside p1 (physical attacks only)
    

Re: Does this thing exist?/who is the author?/etc. thread.

 June 17, 2012, 08:05:21 am View in topic context
 Posted by sgn15  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: changeanim/bind to root

 June 16, 2012, 07:49:50 pm View in topic context
 Posted by sgn15  in changeanim/bind to root (Started by sgn15 June 12, 2012, 05:40:38 pm
 Board: M.U.G.E.N Development Help

i made it to work. the custom state worked from the start, the inivisibility was the problem. as well as trigger for selfstate and destroyself for helper. i think i changed the type to A and physics to N and the selfstate worked. i forgot which among the things i made and changed was the source of the solution for the invisible.

btw, the original problem (with the general functioning changeanim commented), the 2501 bind to root works, but is not animating
    

Re: changeanim/bind to root

 June 16, 2012, 03:25:03 pm View in topic context
 Posted by sgn15  in changeanim/bind to root (Started by sgn15 June 12, 2012, 05:40:38 pm
 Board: M.U.G.E.N Development Help

hmmm. ok. i used invisible trigger1 = 1 for custom state. but p2 is still in stance anim and still visible. explod works though like you said.


codes
Spoiler, click to toggle visibilty
    

Re: changeanim/bind to root

 June 16, 2012, 02:16:35 pm View in topic context
 Posted by sgn15  in changeanim/bind to root (Started by sgn15 June 12, 2012, 05:40:38 pm
 Board: M.U.G.E.N Development Help

i will try it later. thanks for replies.

just a related question, can i use value = enemy, anim = ### for changeanim inside custom state?

basically i have some sprites from p1 that i want p2 to use while p2 is inside p1's custom state. is it possible?

edit: changeanim2 also does not work

edit2:
does changeanim2 work if helper is the one who attacked and put p2 in custom state?